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Make Your Move 12: Now with accurate title! MYM12 is closed! MYM 13 is Open!

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
THE SINGLE MOST OVERPOWERED BOSS OF ALL BOSSES
To be frank, I'm quite thankful and appreciative of your comment, Warlord; now that more than one person has highlighted just how bad my problems with balance are, it has become a real wake-up call to me in that it's a problem I should and need to fully address in my next set as to be able to truly advance in my career. That's not internet sarcasm either; I'm happy that you've finally acknowledged the existence of one of my sets post MYMX since this is the time where I feel I'm starting to get more competent. The complaints you leveled against Fibrizo are all fair and on-the-mark as well, given there were definitely moves in the set that didn't really work in with the entire scheme of things such as the Dash Attack, D-tilt and N-air. And as for me not having any idea how to edit the overpoweredness of the set, as much as I'd kinda like to be able to to some degree...well, you're absolutely correct on that assumption!






Speaking of which, to those who are interested or haven't read Agiri yet, I've made some edits to her set as to hopefully try and nerf her without interfering too much with her playstyle, with the edits being visible at the bottom of the set so you don't have to go and read it all over again, because she being overpowered in the first place didn't really stick well with me at all.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
I Thought What I'd Do Was I'd Comment Some Movesets

Chantique

Good lord, Zeltrons were already a barely concealed sweaty nerdy fantasy species, but I had no idea that this... thing... existed. A Zeltron sith who dresses like a stripper, uses a whip (not even a lightwhip!) and has daddy issues? You ever get the feeling that you KNOW the author masturbated to this character when he was making her? A shame to Exar Kun's name.

The similarities between her and Zero Suit Samus are obvious, from the emphasis on throwing objects in the lightsaber and the use of the whip. The I felt that the paralyzer was ultimately more interesting mechanically, and I was a little surprised she doesn't use it in her grab, but I do like how the tilts all chain together. Speaking of the grab, it's still possible to grab while holding an item as far as I'm aware, as long as you're not pressing a direction too.

I don't really have to explain why I dislike the down special divoting and changing the shape of the stage, but I do have to commend you for the fact that the stage shift is relatively conservative compared to some movesets, though I dislike the burying mechanic in the Down Throw.

Overall, I think that you actually manage to make some really cool use of the wall as a mechanic, but it was hard for me to see how it all fit together. The side pitfalling move in the wall was actually pretty cool. Not my favorite set, but I like it overall. I think where the moveset really could have improved was fitting all together and the continuity between all the moves. The throws also seemed rather weak, in the "I'm putting something complex here to try to brute force flow in" kind of way.

Zasalamel

In what I'm sure will surprise you, I actually like this set. After youtubing his movelist to see how he uses his scythe, I can safely say that the way you used prone was actually pretty interesting, and you've come up with a lot of ways to play around with it. I worry though that the forward tilt is too strong; it can already deal with rolls and wake-up, letting it beat out most get-up attacks up close gives Zasalamel an almost braindead follow-up whenever he knocks an opponent down and has his scythe nearby. It's not like get-up attacks are hard to counter either, they're an easy shield-grab down, and this limits almost all he has to do to guess which way they roll. With a cog or other limiting factor, it's pretty much guaranteed, although it seems that it's at least too slow to infinite.

I also think that the Revenant is a bit on the strong side; there's really no penalty to having him out, and by forcing knockback based KOs on him he takes a lot of focus on the player's part to defeat, which isn't even worthwhile when he can be quickly resummoned at will.

The normal moves, much like attacks in Soul Caliber, feel very well thought-out, true to the source material, and fun to use. It's probably one of the more balanced feeling slow attacking sets I've seen.

The pummel seems pretty ridiculous too; grab release combos are vicious and this seems even worse than Ness and Lucas trying to force an air-escape. Beyond the balance problems though, it's a set that, with a bit of tweaking gives players a lot of interesting options. One thing I might recommend is clarifying how long cogs last; I think they should only last a relatively short time, to give more urgency to abusing them and force players to find more interesting placements than just abusing a particularly effective placement. It might surprise you that I like this set though, as far as prone abuse focused sets go though this one actually makes in-character sense.

Equis Zahhak

I expect this moveset is going to get glossed over, mostly because it feels incomplete and unfocused. There is an extreme lack of any detail on some basic elements (you should almost always have a specific number for damage on every move) and overall it doesn't really match the style and approach of most sets (calling standards weak attacks and smashes c-stick attacks). I reccomend reading over some other sets and trying to at least emulate their presentation and approach, if not their ideas, for your next moveset.

Kanade Tachibana

Oh I remember this cruddy anime. I was promised Haruhi with J-Pop and guns! What's with these overly dramatic sob-stories? Overall though, I feel that the moveset does hit the characterization element pretty well; the defensive, reactionary style she has in the moveset nicely mirrors her personality and her fighting style in-universe. And I don't think I need to mention just how sexy your organization is.

One thing that i think really limits this moveset though is how mechanical it is; in-character, for sure, but the player is mostly limited to acting in reaction to the opponent. I think that an improvement of the Side Special could have helped here, as it's the most interesting ability she has for melee combat, but it ended up just being a glorified roll. The description is also a little misleading; it sounds like she turns invisible and reappears when she's attacked? Maybe it could have been taken literally, and allowed you to delay any attack from her moveset as a counter, forcing you to commit and the opponent to try to guess your move? I'm just spitballing here.

As a mechanical note on the neutral aerial, all aerial moves by default have transcendent priority and can't clash at all in Brawl. Even if they didn't, it seems a bit random that this move has low priority as opposed to her other attacks except as a heavy-handed balancing maneuver. The aerials overall seem more offensively focused than the standard moves, but that's to be expected, and she hardly plays only defense after all.

As far as the Up Special goes, I think you should have expanded into the AI here. It's certainly very interesting as a last ditch maneuver (making it the recovery so that she has to use it on her last legs was a nice touch, although I wish it didn't sacrifice the clone when doing so). Turning the battle from a fight between Angel and her opponent(s) to an uneasy truce to prevent the clones from destroying them both and ending the battle is a completely unique idea, but it feels awkwardly appended to the end.

The Down Special is another move that could have been given more direction for interaction; as it stands it completely shuts down projectiles and is useless up close. I think it might have been nice if it had some function up close; maybe a mario cape and push effect when initally activated? I don't think it's any more overpowered than Fox's reflector is; adding explosives to the reflected list hardly is the tipping point towards too strong, especially when it deals no damage and has ending lag.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Febrezo is just... well, wow. As far as boss sets go, Febrezo is definitely up there in terms of power. I won't go into how balanced it is because, by definition I think, boss sets are exactly what their title implies- act like bosses. If it were a 1v1 set it'd be horribly OP due to all the lockdown and instant-kill moves, and yes there are more than one of those if you look/apply closely enough. That said, Febrezo does manage to manipulate her foes into fighting against his former allies, which is something I haven't seen some boss sets perform. And at the very least, her weight doesn't provide TOO much room for error, although her recovery is ridiculous enough to suggest she's more than a little OP. That much I'd agree with MW upon. It doesn't help that she's got that ******** barrier and ability to manipulate the corpses of her foes to rather extreme lengths. I'm... honestly not too sure what to think of this set, really. It's creative but lavish in its power, a little too much one might say.

Gardevoir is not the first Pokeset I'd have pictured for this contest, given it was a contender for the universal Pokeset, but for what its worth, I'd say you captured Gardevoir rather well. In terms of setting, at least- making her an incredibly defensive, or on team matches, supportive, character is fitting for someone like her. While my primary gripe includes being unable to properly angle your barriers, though I may have missed something like that written down, and the disaster zone that is her statistics, you do manage to make someone who's almost always on the defensive while remaining offensive, limiting the foe's ways to approach either by covering them with Future Sights, spamming barriers to no end, or even rearranging her mirrors with USpec. And when I had a sneaking suspicion this moveset was a prime example for specialization, you half-subtly hint at it toward the end of your playstyle section. Even if that isn't exactly your intention, it may as well be: Gardevoir is well known for being a stalwart defender of her trainer... or at least her friends.
And for those nitpickers, I am fully aware that Gardevoir can just as likely be male. Then again, Mew is genderless yet is referred to as the mother of all Pokemon. COME AT ME BRO.

The Black Puddle Queen is someone who had a small amount of build up- some rather basic traps here and more than enough attacks that do the same thing differently there- and I honestly thought this wasn't going to be much of a set. Until you suddenly unveil the Black Puddle Arena, during which I was a bit more excited to see how the Queen would do. To my dismay, she suddenly gained all of her inputs yet, for the most part, aren't any more special. The automatic kill once the foe's stamina reaches 100% is a nice touch but there's still the matter of several of her attacks are either variations of an already existing attack or... well, aerials. It all sort of fell apart toward the end when you didn't even bother to try and hide your sudden boredom from making this set. There was an idea here but the biggest problem wasn't fully in the set... but it seemed more to stem from your own creative desire. Hell, you mention you made the set out of boredom, I'm not sure what reaction you wanted to evoke from that.

Trine (who I will continue to call Trine and not Heroes of the Trine because *insert character debate here to save time*) is a bit disjointed for a multi-man set. By which I mean the entire playstyle section may as well be replaced with "don't let Amadeus die", since Pontius offers close to nothing in terms of interest (He's basically Knight Man with fewer and less detailed inputs) and Zoya has a ton of arrow-based attacks. God forbid she could do anything more than that. Furthermore, you mention that these three characters are basically projected souls from this Trine thing, yet you lose stocks from having one of your characters killed. Now as it is, the set is arguably UP since if you lose a single character, your gameplan is essentially crippled, especially if Amadeus ends up biting the dust first. Regardless of how this works in game, why isn't the Trine the primary target of the opponent's violence? Looking it up, it's described as a treasure- I don't imagine it'd be too difficult to implement like Spiritomb or Cronal? I suppose this is more of a rant about what the moveset DIDN'T do than what it accomplished... which I guess Amadeus did with his object summons in tandem with Zoya's arrow attacks. Poor Pontius just drew the short straw when it came to this, didn't he?

Equis Zahak is... another Homestuck set? Jeez, FA, you must've given off your scent, or perhaps musk is a more appropriate word. Anyway, I think, I don't know if you've been around prior, I welcome you to MYM. Now to ream your set: the biggest letdown this set has to offer is in the creativity department. I mean, the specials aren't anything to write home about and if the most riveting part of your set involves a luck factor- something which is generally frowned upon for whatever reason- you're likely going back to the drawing board. This is a set I could easily see in Brawl if for any reason other than it's simple enough to follow. If you're willing to take some advice on how to improve, I'd suggest looking at some other sets that some other users have made.
And don't worry about cruddy aerials, we hate those too (chew)

Angel is a set I recalled previewing not too long ago, wherein I mentioned your various Handsonic forms lacked distinct flavor, despite what others may think of it now. While I'm glad you went with it, as it increases the tactical value of each form and adds some more depth to it, there's still the issues I saw earlier- mainly the USpec having an incredibly weird placement. I mean, you're creating clones. Of yourself. That can hurt you and create further clones that- you know what I mean. However, I'm a little sad you didn't really go anywhere with this and decided for a more versatile playstyle that focuses on movement and precision. Unfortunately, it's sort of let down by exactly that- it doesn't really go anywhere other than great movement and the ability to switch up Handsonic from version to version as you see fit. While it's not really as simple as MW puts it, there's not much of a playstyle in relying on these forms alone.

Naoto is a set that starts going somewhere but starts limping a little before the finish line. I was actually pretty excited with how you'd use Sukuna after reading the DSpec, but then it sort of devolved to "he does a different move if you make this input" moveset. Furthermore, you've got access to these different types of magic but don't even capitalize on them all that much, instead trading magic overuse with gun overuse, with Sukuna getting some arbitrary mirrored functions to make him seem more relevant. Speaking of which, I don't recall you mentioning why Sukuna doesn't have a hurtbox whenever he's flying behind Naoto, though that may just be because I read this set late at night. There's some other stuff involving striking a foe on the defensive but outside of that, it's rather mundane. The playstyle section attempts to encourage the player that not all is lost if you lose Sukuna for a bit but it really does hurt your offensive capabilities for what time you don't have him, which I guess is supposed to be true. Not to mention her weakness of getting attacked from behind in your playstyle section is completely null if you keep Sukuna glued to your back, though that might be antithetical to what you were trying to accomplish.

Kirby Klobbah Klan is yet another Hugo set by MasterWarlo- wait, Junahu made this? Huh, I figure at the very least Kibble would've hopped on the opportunity to make a Kirby-themed Hugo set. Oh well, at the very least I can enjoy the writing style that is Junahuian. At first glance I notice there's a rather nondescript purple mist controlling the minions... seems kind of random to me. To my knowledge there's been no purple mist that manages to coordinate enemy movement in the Kirbyverse, but it still seems like a rather convenient device for which to control this Hugo. Regardless, the team-up potential of this group is quite creative: Twizzy being able to carry Slippy so the frog can spam grab is just one example. Heck, you might even combine a shroomless Cappy with Scarfy for a nearly relentless offense, the possibilities are great. Then again, it's also good to measure each minion on their own merits. As you could probably guess, I enjoy Twizzy a great amount due to his interaction with other minions. The others have a couple of gimmicks like Cappy or Kabu, while Scarfy seems to rely solely on being airborne constantly, which isn't something super neat-o nowadays. Regardless, I did enjoy reading through this for... whatever reason.

And because every Junahu set needs one:

I'm glad you asked, generic reader voice man!
It's like you're five sometimes (hippo)
 
D

Deleted member

Guest
Johnny Yong Bosch

Random TV Trope! =D

In the off chance you don't know who he is, he's a former Power Ranger, and is now a popular voice actor. He's voiced...well, in almost pretty much every anime and video game really (he's even supposed to voicing Pit in the new Kid Icarus game, which made me go WTF, but that's a different story..) He sounds exactly the same in EVERYTHING he does, so because of this, he's gotten a lot flack for it. Below are some of the characters he's voiced (some spoilers for the respective games/anime):

Event: Johnny Yong Bosch
Player: Your choice (2 stocks)
Opponent(s): Nero, Adachi, Pit (lol), Zero, and random male protagonist character
Stage: Battlefield
Timed?: No
Description: Defeat the voice of all evil!

If you noticed your opponents, they're all voiced by Johnny Yong Bosch. The random male protagonist will also be voiced by him, no matter who their original voice actor was. As for the actual event, it's actually fairly basic. It's a typical All Star match (for example, as soon as you KO Nero, Adachi will come out as the next foe) with the CPU AI changing depending on the difficulty level you set for it. Unfortunately, if the character you are playing as is male, they'll be voiced by Johnny Yong Bosch too (this will thankfully not affect any female characters...)! This is gonna one hell of a fight...

Completing the event nets you this reward: You unlock the ability to change all male character's voice to Johnny Yong Bosch! =D
(hippo)
 

PostmortemMessiah

Smash Cadet
Joined
Jan 30, 2012
Messages
38
Equis Zahak is... another Homestuck set? Jeez, FA, you must've given off your scent, or perhaps musk is a more appropriate word. Anyway, I think, I don't know if you've been around prior, I welcome you to MYM. Now to ream your set: the biggest letdown this set has to offer is in the creativity department. I mean, the specials aren't anything to write home about and if the most riveting part of your set involves a luck factor- something which is generally frowned upon for whatever reason- you're likely going back to the drawing board. This is a set I could easily see in Brawl if for any reason other than it's simple enough to follow. If you're willing to take some advice on how to improve, I'd suggest looking at some other sets that some other users have made.
And don't worry about cruddy aerials, we hate those too (chew)
Err. Well. I was under the impression that this was about making a set to function in Super Smash Bros., even though I guess I could have guessed that it meant less "Super Smash Bros. Brawl" and more "Hypothetical Mega-Super Smash Bros.".

... I fail to see, personally, why luck is frowned upon when it applies to a trivial part of the set. But yeah, I am no expert here.

I looked into a few sets posted here and thought those were some of the best or more complex ones. Misunderstanding times eight to the eighth.
 
D

Deleted member

Guest
I'm in a unique position with Necromancer as the only other person in Make Your Move who has played the map he originates from. It is a very respectable transition – notably, you are able to cover every thread of his playstyle and do so mostly without having it compromise the set's viability in Smash. I do feel like the post-death control stuff was slightly unnecessary, though – in the map, it's mostly random and very rare, so that it's prominent at all here is not a comfortable change. The abomination [fat zombie] stuff was also obviously not present in the map, but you use it with such effectiveness here that I can completely forgive that. It's really something that you were able to make great inputs out of stuff like his specific orb and the teleport staff – as an item, but also through a fitting bottleneck in the grab game. Stuff like the Arthas nuke [green skull projectile] and Sir Gregory Edmunson's lightning shield being in isn't quite as much to my taste flavour-wise, but you use them well enough.

The way the set works is quite open-ended, and I feel that captures the playstyle of Necromancer from his original game brilliantly. He's flooding the stage with zombies, micro-managing them to attack – or blockade – whilst using the ever-popular teleport staff to travel relatively fast around the stage, alluding foes who are pre-occupied with his minions. The time stop is aptly put to use as a simple, but broadly versatile stun that merely gives you some more time. (And that's really what I love about this set, that you were able to find a way to make that tacked on “Grandfather of Time” title make sense.) To back this up, you have enough tools to create a commanding army of the undead, highlights being the decapitations, exploding abominations and especially the rock stream smash. It's a fantastic way to pull off blockading from Necromancer's map without breaking Smash.

There's not an awful lot I take issue with on the set, but there are some quibbles. As previously mentioned, I am not a fan of the post-death stuff at all, largely because of the “characterisation” due to how it [doesn't] work in his map. The three-dimensional ring of power used for zombies is well thought-out, but even that is not enough to make the zombies enjoyable to play by themselves competitively. I'd probably just remove it if given the chance... which is a surprisingly easy fix. It is without doubt my favourite zombie set, which is saying something with the myriad we have had of them over the years.

Dry Bones has a great organisation and an interesting idea behind its design that I already talked about in the roundtable for this moveset. I can understand the direction you went in: to me, it's almost an original character based on Dry Bones, rather than the archetype minion itself. It's hard to tell if I like it or not, but while I am largely ambivalent about the set's ideas [they are interesting to discuss], I didn't find anything to be executed super interestingly. If you think it through, you may arrive at the conclusion that this plays into the stubbornness that is described in the playstyle summary, I'm not sure if I do. Despite how ignorant a couple of people are being about it, though, I'm not taking back what I said in the roundtable – it's trying to emulate the feel of a newcomer set, and for that, it's nicely done and very insightful.

[And at this point I lost all my comment progress randomly. FFFFUUUU-]

Amps is as anachronistic as your sets can get. While at times this was a highlight for your sets – I felt it was especially refreshing in what are practically relics today, Bob-Omb and Pokey – here you go too far in giving the collective “Amps” a moveset over what players who remember the Amp from its game would deem a serviceable set. It goes without saying that a lot of what you do with the premise is great, it's typical Nate quality in that it squeezes lots of original material out of what is essentially a bunch of hovering metal orbs, but even in that regard, the awkward control scheme does kill a lot of the momentum the set has. Having to resort to using taunts as inputs on what you'd expect to be simplistic character seems counter-intuitive.

Lost such a long Chantique comment... okay, so in Nate day, this second set exemplifies the eclectic nature of your sets, in that they bring together many, many intelligent inputs, without giving any guidelines for how to play them. Looking at it in cold, hard facts, that would seem to suggest a playground, but here Chantique comes off as far more focused around versatility with the pressure she has in her lightsaber. My biggest problem is with how much you focus around the way weapons like this in Brawl, which translates to the saber working with very random inputs, when you consider that this is the centrepiece of her playstyle. That jab for one, with her saber at least, seems like absolute special fodder more than anything else in the set. And the specials she does have, aren't bad for their inputs, but certainly don't jump out as so useful in comparison. I can see why someone would like the set – lots of fun concepts hovering around – but I think you needed to break away from the preconceptions of items in Smash to really do her character justice.

Kang's the heavy-hitter of Nate day for sure. I don't love the concepts: the 6v2 idea is just that, and you never make any real attempt to play with the concept of time travel, which seems far more interesting to me. I also feel like a lot of the fumbling around with AI players and wholly cloning what is going on in the match, while certainly creates chaos, could just as well cause frustration [and would create a time paradox before you could say Solid Snake Simulator]. In this respect, you get some credit, though, for the fact that no boss set has messed with this amount of hitboxes and minions at once to this level of success. What makes the set far more likeable to me is that you pull all of these concepts off gracefully, and bring plenty of new, interesting concepts aside from the main one to the table. These include, but are not limited to, respawn timer shenanigans, intelligent minions and the great Growing Man, which was the one thing I felt resonated about the time travelling. It can come off as a bit too dense to fully comprehend in places, but I have to admit that this adds to the sense of duplicity that Kang needed to excel as a set, and you execute that aspect of his characterisation very well indeed.

Agiri is first and foremost a hard read, and that's unfortunate, as beneath that there lies a very complex and, much of the time, smart set that genuinely succeeds at making the ninja archetype work. It involves a lot of mindgames, and as is absolutely apparent it is forced by sheer number of options available, but that it works at all is kind of impressive, especially with how uninspiring the character seemed to me. It mocks the medium with the very concept of an overly detailed set for a little girl ninja, but the mileage of that perspective is sure to vary from person-to-person. I don't think you needed a playstyle section, as you explain nearly everything you could do in the moves themselves, but as a result, it does come off as very unintuitive for new players. However, that was clearly not your intention.

I think the strongest complaint I can make about the set without criticising the way you went about is that it's far too complex to fit in any fighting game. About the actual execution of the set, though – as I can't avoid talking about that – I imagine you could severely cut down on the amount of options she has while not losing that much mindgame potential in return, making it a good trade-off. It's unfortunate just how convoluted a lot of it is to read, as the combined elements of bombs, clones, feints and fakes is smart, and while it is definitely brute forcing its way into originality in the packed mindgames archetype, it stands alone because of its wacky and insane execution.

Coachman turned out alright, but I feel the set is a victim to the deal system, as you don't have the love for the character that you previously showed off with your favourites of mine, Facilier and Rocket Raccoon. Sure, you have all his trademarks in there – the donkeys, the potion [which I may or may not have made better with my contribution], the minions, but they don't come off as flowing particularly well into each other. That's an insultingly vague term, but it's hard to specify exactly what that means... the coach, for one, is far too basic in how it acts as a solid wall and platform. The same thing could be said of the minions and the donkeys themselves – it feels like a coachman, but not The Coachman. There should be a villainous undertone to everything he's doing, he's a very sinister guy. Perhaps this character needed someone with a great appreciation of the character to pull him off well, as anything less than a perfectly-executed set would feel like a let-down for a memorable, if rather two-dimensional villain.

Karkat is a great moveset, and admittedly my love for it is fuelled partially with my prior exposure to the set in its earlier forms, and from the undeserved backlash the writing style has gotten, perhaps inevitably. It's by far your best set, Majora, if only because of the amazing writing style, which near perfectly captures the essence of the character and makes the set entertaining from start to finish, which is something that few sets have been able to do for me. The moveset itself is all about balance, keeping Karkat from over-reacting to his opponent by damaging himself too much, but also enables you to mount extreme pressure in the form of the bleeding, whilst giving plenty of reasons to want to back off, with stuff like his quest bed to worry about as well. It's a very enjoyable combination of form and structure, in how Karkat's apparent offensiveness has to be offset by the player's own understanding of how his playstyle actually works, as Karkat is not a character who acknowledges his own faults. The execution side of the set has plenty of areas I could nitpick, but when you pay such great service to the character, and in the face of such adversity, I can gladly throw that out of the window.

[I'll skip Scizor and Mona for obvious reasons: everything I would want to say has been covered.]

Zasalamel is especially impressive when you consider where it's coming from, and as DM has said already, you deliver on making the most of his source game, without making it feel like anything but a Smash set. I feel the cogs are both necessary, and a very fun play on the use of walls, largely due to playing with prone. I admit the prone abuse wasn't the highlight of my reading of the set initially, but over time it has grown on me, and seems like a smart way to branch out with the pressure created by cogs. You walk a fine line in the set of having basic moves with his scythe that facilitate the transition over from Soulcalibur well, while having the specials enable some far more advanced play, and it all feels very natural, right down to the simplistic, logical use of momentum on the cogs and the balanced concept of using your scythe with mind control.

The set does sometimes fall into a small amount of ensuring combos, which combined with prone abuse is potentially frightening, but you're able to stave off the feeling of the set being overpowered by regulating his playstyle through his primary mechanics. On the same note, it did feel like some of the inputs were trying too hard to make Zasalamel's versatility better just by pure force of options, but it was at a tiny expense when considering the set as a whole. I would also like to mention the boss mode, which is very serviceable and makes a surprisingly large amount of difference to the character's overall playstyle, and feels like a solid addition to that genre of sets, as you take full advantage of how naturally fitting Zass is for a boss mode. Overall, very compelling work.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544
Equius

Oh boy, fresh meat. Let me be the first third to welcome you to MYM with a comment. I can't claim familiarity with the character and franchise from other movesets, he seems a bit too large at Ganondorf's height. Oooh, a luck-based Forward Special. Most people tend to frown on these because random-type moves don't always flow well into a playstyle, and are often avoided because the writer wants to give the move a specific purpose, which can be difficult with multiple uncontrolled outcomes. (Also, people like to give their moveset control over as much as possible. If you take a look around, you'll find an awful lot of aimable projectiles and whatnot) That said, it is quite possible to use random effects well in a moveset. Junahu's Dry Bones just did it earlier this contest. And on one last note, that Final Smash is hilarious and wins my full approval, though I'd recommend giving it its own little section.

Alright, moving on to more general criticism and thoughts, I'd really recommend (as I'm sure you've already heard) including specific damage percentages for each moves. Inquiring minds want to know just how powerful this guy is. You may also want to pretty things up a bit. Good organizations can be quite diverse, and range from pretty simple to very elaborate (1 2 3 4) It's not as much work as you might think, and if your moveset looks appealing, people will be more likely to read it, so the extra effort is just about always worth it.

Now, for the last little bit of my comment, I want to focus on something you seem to be discovering already: a lot of people don't really have fitting in with the Brawl cast on their minds when they design sets. Most movesets are written for the author's pleasure, and so people will write whatever tickles their fancy. The lesson you should take out of this is that you can write sets whatever way you want. Some people might talk about sets as if they're ranked on some sort of objective bar of quality, but this isn't the case at all. There are a wide variety of approaches to writing sets in MYM, and no two are quite identical. Some people write sets for Brawl, some people write sets for "Hypothetical Mega-Super Smash Bros." and hell, we even had a guy write a set for Tatsunoko vs Capcom one time. My advice to you is to take a look around, figure out what you like, and write whatever way you want, so long as you're having fun with it and excercising your creativity.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
MYmini entries

The Computer Shall Taunt You

Play as: Kirby (5 stocks)
Opponent: Many Kirbys (3 at a time)
Match Type: Stock [no time limit]
Stage: N64 Green Greens
Reward: N64 Green Greens
Items: Common/Default
Description: Use your Taunt to bring these creatures out of hiding!

Whoa! You're up against a whole gaggle of Kirbies, one for each character in the game! They've been shrunk however, so KOs won't be 'too' difficult. Naturally, each Kirby wears a different Kirby Hat. These hats cannot be knocked off of Kirby, nor will they dissapear when the Kirby's Taunt.
But, here's the problem. All the Kirby's are invisible! It seems like they have cloaking devices, each and every one of them. Don't worry though, you can short-circuit the devices simply by Taunting, thus revealing your Kirbish foes and rendering them vulnerable.
However! Don't think the miniature kirby's are just going to lie down and take it. Not only will they try to interrupt you any time you taunt, but the Kirby's can raise their cloaks back up again... by Taunting.
You see where this is going, yes?
Hiiiii! Hiiiii! Hiiiii! Hiiiii!

I Can't Reach It

Play as: DK
Opponent: None
Match Type: Break the Targets
Stage: Delfino Plaza [Default 3 platform arrangement, Paused in Mid-air]
Reward: Steel Barrel Item (indestructable barrel)
Items: Barrels only
Time Limit: 3 Minutes
Description: These Targets are making a Monkey outta you!

At first glance, it looks like a simple Break The Target stage (albeit on Delfino Plaza). The problem? You're DK, and none of the targets are within reach! Plenty of Barrels spawn to help you hit most of the targets, but that still leaves a few that'll stump you for sure. You only need to destroy 8 of the targets to win, but only by nabbing all 10 do you get the reward.

#1 High above the stage. Only reachable by smash tossing a barrel straight up
#2 Far off the right hand side of the stage. Smash toss a barrel while right at the right hand edge of the stage
#3 Slightly above #2. Smash toss a barrel while standing on the right side of the right hand platform
#4 Off the left-hand side of the stage, near the very bottom blastzone. Gently roll a barrel off the left edge
#5 Somewhat to the left of #4. gently toss a barrel off the left hand side of the stage
#6 Halfway between the left hand side of the stage, and the left blastzone. Smash toss a barrel left, while standing on the right hand platform.
#7 Right in the center of the stage, easily within reach... except it dissapears everytime DK comes anywhere near it. Roll a barrel into it from afar.
#8 Atop the highest platform, again within reach of DK. However, it dissapears whenever DK is facing it (or when he's close enough to attack it directly). DK needs to stand right where the target is, then toss a barrel straight up, then move away so that the target can reappear.
#9 Directly UNDERNEATH the main platform. This one is actually easy to get, stand over it, and use DK's Down B
#10 Similar to #1, except it's not above the stage itself, but rather off to the right. To get this one, you have to use the barrels to rack damage on yourself, and eventually launch DK up into the air, whereupon he can directly attack that target.
Only Idiots May Pass

Play as: Anyone
Opponent: Sandbag
Match Type: ???
Stage: Wifi Waiting Room
Reward: None
Items: None (no random ones anyway)
Description: Learn how to play Brawl!

Oh? A tutorial Event? How quaint. Too bad this is one of the latter events in the game, and you already know exactly how to play. The tutorial takes the form of the ever frustrating "I'll describe something for you to do, and you will then do it" format, and it covers everything, from movement and jumping, to how to perform every single kind of attack, to how to use every single type of item in the game (which the game will ever so helpfully spawn for you). At one point, you even have to let yourself be KO'd, by a Sandbag that somehow gains the ability to attack... but not to move. If you try to skip ahead in the tutorial at any time, or fail to do what the tutorial tells you to do, you will lose.
This is a true test of stamina. Can you survive a 20 minute tutorial?
Waste of Time Story/Marathon Level

Play as: Everyone (choose 6)
Description: It's the Subspace Emmissary

It's the entirety of SSE, from start to finish, with no sticker bonuses. You use a single party of 6 for the whole thing, and have 18 lives. The Great Maze is, thankfully, skipped. There are "Save Points" every once in a while, which let you take a break, and come back to finish the event later. If you lose the event though, you cannot go back to your saved game.
 
D

Deleted member

Guest
User Rankings Week #2

Welcome to the User Rankings! Every Monday, I'll be compiling the entire of the last week's activity in the thread and showing off, just who is the most active member? The point of this exercise is to recognise the most dedicated among us – those make your movers who are currently pushing the boundaries, as well as highlighting all movesets made by them.

To get on this list, you need to have made a moveset in this or a previous Make Your Move, as well as having posted in the Make Your Move 11 thread. The cut-off point for tallying is 3:59PM on Sunday EST, 5:59PM PMT or 11:59PM GMT; other removals or changes are at my own discretion. The breakdown of points is as follows:
30 points for a Moveset
5 points for a Comment
4 points for a Secondary Submission
2 points for a Secondary Submission Comment
1 point for a Regular Post
+Regular Posts do not stack
+Secondary Submissions are MYminis, Joke Movesets and other miscellaneous submissions
Week two wasn't as impressive as week one, but we still had a huge amount of minis, and some more newcomer sets, marking the beginning of a couple of movesetting careers. This week, the flavour seemed to be of a more experimental kind. And comments galore. I top the user rankings - cheeky bugger that I am, stockpiling my comments like Strangelove. Smashbot is hot on my toes with his own comment choo-choo. After us, there's joint third between Khold and Warlord. The former posted a set in the form of Black Puddle Queen, while the latter posted very high quality comments, both being heavy on the minis as well.

Overall User Rankings



Points: 55

Points: 40, Movesets: The Coachman

Points: 38, Movesets: Black Puddle Queen

Points: 38, Movesets: The Necromancer, Zasalamel

Points: 35, Movesets: Angel

Points: 34, Movesets: Gardevoir

Points: 34, Movesets: Equius

Points: 32, Movesets: Dry Bones, Kirby Enemy Team

Points: 31, Movesets: Amps, Chantique, Kang, Veran

Points: 30, Movesets: Heroes of the Trine

Points: 30, Movesets: Naoto

Points: 29, Movesets: Scizor, Night's End Sorcerer

Points: 20

Points: 11, Movesets: Agiri, Fibrizo

Points: 10, Movesets: MMX6 Box Art

Points: 9

Points: 5, Movesets: Doc Scratch

Points: 5

Points: 4

Points: 4
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
I just realized that Smady put the star from the Nanoha logo in my ranking picture. Nice touch there.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
ZASALAMEL
This rendition of Zass brings a whole lot more to the table now than his initial set did back in MYM5. Him spawning multiple large projectiles to aid with his prone abuse is a great new touch. However, it’s his disjointed scythe that brings the most potential to the set. A controllable extension of his moveset seems like the obvious next step to the Skeleton concept, and it’s pulled off quite well in combination with Zass’s cog. Him being able to teleport along to both keep his hitbox safe and influence the cog’s movement is also a nice way to avoid him standing awkwardly around, channeling the scythe. Some of its attacks appear a bit tacky despite their usefulness (dash attack on a cog comes to mind), although they’re more forgivable when coupled with Neutral Special. The set flows very well into 3 vs. 1, implementing Abyss in all his glory without altering the set’s core too much. A worthy follow-up to Necromancer, albeit not one that surpasses him in my eyes.

DOC SCRATCH
I actually had the pleasure of previewing this set, and its concept was preserved well in the final version. Very few people will tell you the concept of enlarging a portion of stage to build projectile power is dull or drab, because it really is quite awesome. I don’t see much tackiness there, and it, in combination with erasing portions of the stage, serves to create a great projectile-centric playground. That said, the set does delve into some tackiness as it progresses, most notably (aside from the beaten dead horse which is the mop making the stage slick) in D-Throw, which definitely seems to be on the wrong input. It does tie together his various moves with a necessity to escape through the minefield they create, though, so it’s not something to dismiss as a mere Dutchman throwback, despite its odd placement. Scratch has a trippy feel to him that won’t soon be forgotten; its size-altering could easily be the making of a new genre, and is only weighed down here by occasionally questionable execution elsewhere.
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Agiri
This set is very odd in that it both goes along with as well as opposes many of the things you would find in a typical Katapultar set. This is because the set comes in two layers. The first layer is the primary effect that each attack has and is quite normal, while the second layer is the secondary effect which brings us right back to what we would expect from Kat. At first glance, Agiri is a ninja, and does the typical ninja things. She runs around, attacks fast, and hides to ambush the foe. Where things get complicated is the fact that almost every attakc has an optional secondary effect that makes every action the opponent takes into a 50/50 guess at what you actually did. While mind games are all fine and good, in this case they don't really work. This is because you're not outsmarting the opponent, you're beating them in a game or rock-paper-scissors. What defines a mind-game is that you actually trick the foe into making a mistake. In this set, I would say that the only winning move is not to play, but even that doesn't work, because not playing Agiri's guessing game is also a losing move. This set would definitely benefit from a lot of trimming of the extraneous effects and more strict focus on things like the clones or the bomb. No need to attach a gimmick to every move.

Zasalamel
Once again, we have our requisite Warlodian Physics set, this time with interactive gears and cogs. What makes this different is the scythe focus and prone abuse, which makes this a lot more grounded than most of your sets. Of course, me being me, I like this style a lot better. The physics are still there, but they're simply a tool to assist in dealing a lot of damage. I have two main things to criticize here, the first being how overly complicated the interactions with the area in between the teeth of the large cogs is. There are so many rules and special cases when the way the physics work naturally should be the way to go. The second issue is more minor, but it bugged me. The "knockback that sticks opponents to the wall of its entirety" is a little hokey, especially when you justify it by bringing up the sticking to the ceiling glitch in Hyrule Temple, which is not common at all and only happens when Jigglypuff has her shield broken down there. In all other cases, hitting a ceiling is teachable the same way hitting a wall is, except that you don't get a wall-jump out of it. It's a minor gripe though, and it does fir the overall goal of the set, essentially putting the foe in prone on a wall.


Night's End Sorcerer
This is actually pretty close to the kind of set that I would make. You have a primary mechanic, then relatively simple attacks that can interact with it. The problem here comes from the fact that the wisps simply don't do enough. By themselves, they don't damage or disable foes, and are only used as ammunition for other attacks. You put a lot of work into allowing the player to position them. In fact, there are more moves that position them than there are move that actually use them! You're on the right track as far as interaction goes, but don't be afraid to push your mechanics a bit farther in terms of effect.


Doc Scratch
Hoo boy. This set a doozey. Like I said before, this is like some unholy combination of Teferi and Gamma, stretching space to accommodate your billiards shenanigans. While the style is ingenious and a lot of fun, this set actually manages to take it too far. Like I sad with Agiri, it's not an effective mind game if all the opponent has to go on is blind luck when encountering a possible trick. What's worse it the fact that eventually, these stage warpings will likely be lost track of even by the Doc Scratch player themselves, meaning that after a certain point all strategy and planning goes out the window, as nobody has any idea what will happen when anyone tries to do anything. Combine that with the new dimension on the down throw and things go way into the "only a super computer can effectively play this character" zone. Still, it's fun to see you really cut loose like this, and the creativity in this set really is astounding. It's just overdone to the point of breaking it, both balance wise and in terms of actual gameplay.


More to come later. Keep up the good work, guys.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
@Everyone on Doc Scratch: I sort of feel like talking about the set, since it seems the reception is a bit mixed on a whole for reasons I admit I completely understand. I suppose what I was trying to get across with the set was the general feel and complexity of the source material, and the sort of schemes Scratch creates. If it's tacky and lacking in attacks that actually hit the foe, that's intentional. Again, based on the source material, I was going on basing it off the series, so it lashes between nonsensical (Down Tilt), bizarre (Down Special), and almost serious (back throw, comedic as it is on Slick, try it on like, Lucas or Sayaka or something). Admittedly, I'll agree it's all very jarring and not something that I would normally approve of, so the backlash makes sense.

I guess I'm a bit attached to the set, considering LL was spot on in his observation that I was pretty much cutting loose with this set. It's kind of fun to work with a god every once in a while, once you figure out his motivations there's basically nothing you can't do, as long as it fits in. Did I go too far? Probably, but I'm still happy with it on some level for what it represents, how darn far you can go down the creativity and unsmash side in MYM. I guess I was inspired to try this after Rool's review and commentary on Urabrask. Getting to the point I suppose, it's an experiment and I'm glad you all at least sort of enjoyed it, just figured I'd explain what the heck was up with some parts of it.

Sorry about the lack of commentary, I'm usually better about this but it's 6:15 AM for me and I have to go to school in like 5 minutes.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Agiri is first and foremost a hard read, and that's unfortunate, as beneath that there lies a very complex and, much of the time, smart set that genuinely succeeds at making the ninja archetype work. It involves a lot of mindgames, and as is absolutely apparent it is forced by sheer number of options available, but that it works at all is kind of impressive, especially with how uninspiring the character seemed to me. It mocks the medium with the very concept of an overly detailed set for a little girl ninja, but the mileage of that perspective is sure to vary from person-to-person. I don't think you needed a playstyle section, as you explain nearly everything you could do in the moves themselves, but as a result, it does come off as very unintuitive for new players. However, that was clearly not your intention.

I think the strongest complaint I can make about the set without criticising the way you went about is that it's far too complex to fit in any fighting game. About the actual execution of the set, though – as I can't avoid talking about that – I imagine you could severely cut down on the amount of options she has while not losing that much mindgame potential in return, making it a good trade-off. It's unfortunate just how convoluted a lot of it is to read, as the combined elements of bombs, clones, feints and fakes is smart, and while it is definitely brute forcing its way into originality in the packed mindgames archetype, it stands alone because of its wacky and insane execution.
I'd like to know whether this comment was made having read the set after I made my edits, but considering there was a 12-hour gap or so in-between my post and this one I'll assume it was. Anyways, it's nice to see some new perspective and things being said about my set here, as you do have a bit of a thing for picking up bits and pieces that others don't seem to. It was the very concept of the character that kinda allowed me to go wild, and that wildness, the complexity: I realized that I have a tendency to go about explaining a move's effect and try to justify it, effectively making it more detailed than it should, so I thought that Agiri should not have a playstyle section due to the attacks and what-not embodying the whole thing...and thus now I know just what happens when you go about doing that.

At first, your idea of having the moves toned down came at me as being self-defeating in that I thought "Doesn't a good set have all moves tie into the main playstyle?", but then I realized that virtually all the moves in the set are simply trying to add more things on and are basically their own ideas, and that they do kind of make things more complex and perhaps some of them are somewhat unnecessary, though I can't quite pick out which ones. Though that makes me wonder: what if I had cut the moveset in half by splitting some of the mindgame inputs and double-options among two button inputs instead of one? (think Sonic's Side and Down Special) I'd imagine the set would come of as having been far more simple for people and implement in a fighting game to read albeit at the cost of severe redundancy which I couldn't risk...but still, that wouldn't be too bad of an idea to pursue maybe later on in the future, and when you think about it, there are numerous fighting games that dedicate multiple inputs to what is the same attack, albeit using the same type of control scheme but with a different button which isn't really something that can be done in Smash. Changing the subject however, your closing line is perhaps, a wee bit enigmatic and thus kinda hard for me to interpret and get an overall idea of your opinion for the set; just what does "stand alone" mean? Not quite sure on that one.

But in any case, I reckon I've improved quite a bit since you last commented on my sets all the way back in MYMX, information which I took to heart and quite appreciated, especially the whole bit of responding to the response to the comment with some encouraging words. MasterWarlord's standing of you being a proper mentor to MYMers both old and new in his Top 10 MYMer list is most definitely not misplaced.


Agiri
This set is very odd in that it both goes along with as well as opposes many of the things you would find in a typical Katapultar set. This is because the set comes in two layers. The first layer is the primary effect that each attack has and is quite normal, while the second layer is the secondary effect which brings us right back to what we would expect from Kat. At first glance, Agiri is a ninja, and does the typical ninja things. She runs around, attacks fast, and hides to ambush the foe. Where things get complicated is the fact that almost every attakc has an optional secondary effect that makes every action the opponent takes into a 50/50 guess at what you actually did. While mind games are all fine and good, in this case they don't really work. This is because you're not outsmarting the opponent, you're beating them in a game or rock-paper-scissors. What defines a mind-game is that you actually trick the foe into making a mistake. In this set, I would say that the only winning move is not to play, but even that doesn't work, because not playing Agiri's guessing game is also a losing move. This set would definitely benefit from a lot of trimming of the extraneous effects and more strict focus on things like the clones or the bomb. No need to attach a gimmick to every move.
Ummmm, I'm not sure just what you mean about what you'd expect from me, though if I may interpret it, I believe you are referring to the fact that I make all my moves have some kind of secondary effect even if the move itself is Un-Smash and not an attacking move in itself, which is why you then state that that having the moves be typical and seemingly ordinary in execution is not like me, something I did for the sake of practicality just so the moves can be used for normal Brawl uses. And then you bring up a rather...unique, point about the mindgames not being mindgames, which I don't know whether to make heads or tails of partially due to not wanting to start a big argument or anything due to me needing to realize that everyone has their own opinions and for the most part they needing to be respected. In any case though, you have the same idea as Smash Daddy of the whole toning things down, in which I can say that the whole memo simply comes down to trying to give the set more focus rather than simply scatter its options here and there, which perhaps I might need to try and focus on in the future, given that wake-up calls tend to come from not one commenter but two. I don't really know what you think of the set at all however, though I guess this and perhaps your comments overall are designed to be constructive criticism rather than trying to cast an overall opinion.




__________________

Now overall, I can say that, the first two comments and those given on Fibrizo made me realize that I don't have much of a sense of balance, and that I need to use more common sense and rationality, as well as carefully eyeing the power of the concept itself in order to get the set on a fair level. And now it seems I've been pushed into a bit of a area where it seems that more focus is required and perhaps it's okay to make moves simplistic if they help with the playstyle and what not...the biggest problem basically is that I have a need to make every move in my sets creative due to me being massively influenced by MYM5, and I don't really know whether the MYM of today still appreciates that anymore; I don't think they do, and it seems this whole thing's in my head. None the less, I've been given quite a bit to think about for my next set...

Speaking of which, here's something I had on stand-by a week before MYMXII even began...
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Yutaka Kobayakawa




"I was sick often so I couldn't make many friends. Even if I went to school I usually got ill. And I was small, and frail, and everyone liked to pick on me. Who would ever fall in love with me..."

Yutaka Kobayakawa is a character from Lucky Star whom is as every bit innocent and frail as her appearance would suggest. She suffers from a sickly constitution that forces illness upon her every so often, a misfortune that's resulted in her missing many days of school; had she not the love and support of her friends and family, especially her older sister Yui Narumi and best friend Minami Iwasaki, Yutaka probably would've given up on her life before it even began...

Yutaka is first seen moving into the Izumi residence to help with the commute to Ryōō High School due to her ill nature (she is in fact 15-16 years old despite her appearance). It is during this time when Yutaka started meeting new people in her life and gradually developed into a more cheerful person, and while she still gets sick every now and then she at least has friends she can rely on to help her in times of trouble. Despite receiving a lot of attention and pity for her sickly physique, Yutaka very much despises this trait of hers to the point where she is never seen taking advantage of it (unlike her cousin Konata), to which she essentially considering it to be akin to a curse if anything. Nonetheless, Yutaka manages to remain optimistic and cheerful despite her disadvantages, which combined together with her innocence give her a kind of under-elaborated fairy-tale perspective of the world. Yutaka ultimately wishes to be a taller, stronger person so she can do everything a normal person would be able to do...could the world of Smash be her chance to accomplish this?​



Stats



Were we to consider that the end of the wonderful colored bar a statistical 10, one'd easily understand that all of Yutaka's stats are very, very low. Especially her weight, which puts her at a level even lower than Pichu's! With no real stat going for her, Yutaka is constantly imposed with a restrictive feel about her; most enemies in the game will easily outmaneuver her, and she slips and slides clumsily wherever she goes! Most unfortunate...even more unfortunate however is that Yutaka's weak set of stats isn't the only illness bogging her down...​



Mechanic


Yutaka's sickly condition naturally forces a few liabilities on her that puts her on a lower level than most other characters. She'll play like a normal character when you first use her, but upon using the shield input Yutaka will project an extremely transparent-looking bubble around her that she hides in timidly...she very much has good reason to do this, as it takes one good hit for the shield to instantly shatter! Luckily Yutaka doesn't go flying off the screen like Jigglypuff would and her shield never shrinks (it fades to indicate the "shrinking" when held over time), but it's still horrifically weak, only having a mere 10HP that's only good for protection from weak blows...at the start of the match, that is. See, Yutaka wants to be a stronger person, so in order to do that she'll actually have to go out and break her oh-so-weak limits; in-game, this means that for every successful attack Yutaka lands (be it on an enemy, summon or breakable object), her shield will gain whatever damage she dealt as HP! Striking an enemy shield is even better for Yutaka's confidence; her shield will gain twice as much HP upon hitting one so her efforts aren't entirely wasted. There is no limit to how strong Yutaka's shield can be; just don't expect it to get too strong in the first place!

To go into a bit more depth about the shielding, 10HP is "normal" for Yutaka as is 70HP normal for another character so therefore Yutaka's shield loses 10HP at the same rate that a normal character's shield would break, so if Yutaka has a stronger shield it'll take much longer for it to break when held over time. This also counts for Yutaka's shield regeneration in that her shield will gain its 10HP back at the same rate it takes for a normal character's shield to do so; 1/8ths of the HP Yutaka gains from attacking enemies will regenerate after being lost, though it takes quite a while for this to occur and the HP isn't much so this isn't as great as you'd think it to be. You'll be able to tell if Yutaka's shield has high HP in a match if it has a darker hue than it started with, which is a good indication to tell players its effectiveness since nobody's going to be able to keep track just with the damage they're inflicting to enemies.​



Specials


Neutral Special - Prevailing Persistence

A brief flash of red surrounds Yutaka's body as cute little puffs of air leave her all over. This will cause Yutaka's next attack, or the one she's in the middle of using, to produce a comical "pang" sound but more relevantly have its knockback doubled and inflict 2% more damage per hit. The move in itself consists of only one frame and can be used any number of times in a row to buff the same number of Yutaka's next attacks; you can even use it while shielding! Of course, you can't possibly get away with pushing Yutaka so far, can you? Whenever Yutaka would connect with a hit from the attack, she'll suffer a 1/3 chance of tripping flat on her face instead! Not the nicest thing in the world to go through, as Yutaka always trips in place and will be prone to her enemy's attack for a moment until she is able to use the invincibility frames that come with rolling away afterwards. Once you initiate a buff however you cannot cancel it, so be careful not to mindlessly lay it on all of Yutaka's moves...

But of course, Yutaka has a very high chance of tripping out of the buffed move anyway...good thing it doesn't waver her determination! Whenever Yutaka exit a prone state (tripping or being knocked down even outside the Neutral Special buff), she'll let out a cutesy grunt whilst flashing red and have her chances of tripping halved for the rest of her stock! Luckily this still occurs even if Yutaka is attacked while knocked down or trying to get up, but said situation isn't a good thing for Yutaka by any means. Still, all you have to do is attack the enemy in the first and you'll find Yutaka becoming "stronger" over time as she gradually becomes able to use the buff to its full extent...​


Side Special - Poison Apple

The expression on Yutaka's face suddenly brightens up as she puts on an inspired look, an optimistic bout that allows her to soak up any damage she would take like it was nothing! After 15 seconds however, Yutaka will lose her cheerful composure and start to enter a kind of melancholy state from trying to push herself too far for her own good, which will come back to haunt her in fragments of 2% every second for 1.2X however much damage she would've taken (this cannot be dodged); this "poison damage" is represented by a dark cloud of sorts that follows Yutaka, and wholesomely prevents her from re-using this move for as long as it has damage to give off. In any case, this move essentially acts as a double-edged sword to Yutaka, but it's entirely worth it when enemies lose their ability to inflict progressive knockback on her for a moment, with you even being able to avoid the impending poison damage if you have enough shielding power to ward off it off - this of course requires you to go offensive, however. Still, enemies will likely try to attack Yutaka at the same time knowing that she'll take more damage in the end and said damage will prevent her from being able to tank damage with this move, but really, what's stopping them from simply knocking her off the stage since she's so light?​


Up Special - Teetering Dependence

Little Yutaka's recovery isn't much to speak of - she reaches out above her in desperation, travelling only half the distance of Dark Dive before entering helpless! Still hopeful despite her predicament, Yutaka will continue to hold out her hand as she falls, which can grab onto ledges from surprisingly far albeit still realistically. Yutaka can also grab onto characters from behind and get a piggback ride from them! Attempt this at your own risk in a 1v1 however, as foes can easily knock her off with an attack that hits all around or behind them, though where Yutaka stations herself on them will depend on their physique - pony ride, anyone? It doesn't help that Yutaka cannot attack whilst on her ride (it takes a lot of effort for her to try and stay mounted, you know!), though thankfully she can get off her ride anytime by tapping right, left, down (which will transition into a walk/run/dash or crouch respectively on ground and make you fall in the air) or up to re-use the Up Special. Most foes will only have about 3 or so attacks in which they can use to try and knock you off, but what's interesting is that you can shield (and dodge) while mounted on them - Yutaka takes twice as much shield stun and shield push when attacked this way, but her ride will be pushed back along with her! Be aware that you need a lot of shield to keep this up however, and Yutaka has no means to gain any due to not being able to attack, along with having poison damage to deal with. Speaking of which, if the character Yutaka's mounted on puts up their shield while she's taking poison damage they'll take it for her - foes obviously won't be silly enough to do this unless they're masochistic, but you'll definitely get more volunteers in a Team Match. Helpful for you if they're able to get around the stage quickly!

As a bit of trivial information, Yutaka's position will change along with her ride if they change their bodily position in ways such as crouching or with U-air flip kicks, though she'll still be vulnerable to their attacks if they would hit behind them. Yutaka will automatically get off her ride if they trip or enter prone, but she'll remain on them if they're footstooled - she'll also remain on them even if they're grabbed or take knockback and will only take that attack's damage if the hitbox would be large enough to hit her as well. Also, although Yutaka cannot normally attack whilst mounted on her ride she can in fact use or throw items she was holding prior to mounting, but she cannot use them to attack her ride directly - she'll always raise her body a little when throwing it forward to ensure she doesn't hit her ride in the back (providing they're humanoid and not a pony or anything) and when throwing it downwards she'll lean over the front of them to toss it downwards in front of them. Just be aware that throwing items in either of these directions will make Yutaka vulnerable at the front for a moment.​


Down Special - Tale of the Ice Princess

The title of a in-fiction story written by Yutaka herself in the manga that deals with an ill princess who becomes selfish and isolated from receiving too much pity. As you initiate the attack, Yutaka will brace herself with a mysterious icy aura which coincidentally erodes the dark aura visual of the Side Special and in fact causes Yutaka to take her poison damage at a third the standard rate - 2% every 3 seconds. This gives Yutaka sufficient time to move around and shield against her poison damage instead of having to constantly sit in place and wait for it...

Which is by all means a good thing, but things won't end well for a Yutaka who tries too hard to fight against her illness: simply using this move will increase the amount of poison damage Yutaka will take up to 1.6X its usual amount. That's just scratching the surface however; Yutaka's body gradually takes on an icy hue as her shield weakens, which only really makes itself apparent the very moment her shield breaks...the result? Yutaka is now frozen solid by her own disease. You may think this is actually better than being stunned since Yutaka can't be grabbed or budged in said state, but you'd be dead wrong to assume such a thing: while frozen, Yutaka has absolutely no way of avoiding the inevitable poison damage she'd take, and will remain frozen for twice as long as she'd be stunned for - and until she's taken every bit of poison damage she needs to. And to make matters worse, if Yutaka is hit by any attack that would KO her damage wise, she will instantly be sent flying off the screen out of her frozen state for an instant KO, even if the trajectory in which she would be sent flying would not actually warrant the foe a KO. This move doesn't really work for anything else other than holding off poison damage; using it without any will affect the next batch, though be careful as Yutaka cannot cancel the effect of this move until her current batch of poison damage has worn off.​


Standards


Standard - Imperfect Persistence

Yutaka flails her arms all around her, as if doing so will bring her weak little self utmost security while you effortlessly hold down the A button! So cute! This pint-sized attack betrays her expectations however, as while it manages to inflict rapid hits of 1% in an area similar to the hitbox of Meta Knight's Standard, Yutaka's variation causes no knockback or flinching, though it does inflict hitstun that causes momentary "pauses" in the actions of struck enemies, similar to what happens when you attack Brawl Giga Bowser. For the most part however Yutaka will be completely defenseless to enemy attacks whilst hitting them, though her aimless flailing does actually help her in that she'll take no damage from any attack that would strike her, but she'll take double hitstun as compensation; if the damage was caused by a thrown item Yutaka's flailing will send it flying in a random direction, though it will still be registered as the item of whoever threw it and as such it will not harm the owner were it to by some incredibly slim chance hit them. This is a good way for Yutaka to avoid certain attacks that don't cause flinching and shrug off projectiles; you can even use this move to attack foes whilst playing "defensively" though the extra hitstun Yutaka would take will leave her open to a follow-up from the enemy's attack, so be careful if you do use this move for such a purpose.

And of course, you can choose to buff this move with the Neutral Special to massively increase the damage done, though there is a very high chance of tripping early on since the move hits so many times. On the other hand however Yutaka can be made to trip out of the buff if she were to hit a projectile with her flailing, which can be a safe method for tripping and getting up if enemies insist on spamming projectiles against Yutaka.​


Dash - Frail Fury

What the!? It appears as if Yutaka's trying to ram into her enemy with all her might, thinking that running into them blindly at full speed will knock them down! This move has Yutaka comically flail her hands into the air whilst putting on a cute little face of panic as she goes into a determined sprint that sends her forward at the more impressive dashing speed that belongs to Ike before collapsing in place from fatigue after a Platform's voyage for horrifying ending lag that makes the more completely inappropriate for travelling purposes. If Yutaka hits an opponent during her sprint she'll end up knocking both them and herself back a little with downwards orientated knockback that'll most likely see the two characters knocked into their downed states as Yutaka takes a prickly 3% while her foe takes a head-hurting 15%! While Yutaka is indeed hurt by her own attack and will be even if her foe shields the attack, the bonuses she obtains more than makes up for that as not only is the damage output of the move very good but it also gives Yutaka the benefit of being able to obtain the anti-tripping bonus without interference from the enemy; the move also inflicts a surprisingly good amount of downwards knockback that can actually knock the players off the stage and KO at around 90% or so if they happen to be near the ledge - just be sure this doesn't happen to Yutaka!

The Neutral Special buffed version of the move naturally increases the damage output slightly and greatly increases the knockback to the point where both players will be knocked twice as far away from each other for extra spacing. Also, since Yutaka was technically running when attempting to use this attack, she'll end up flying forward a little upon tripping! This variation of the forced Neutral Special buff tripping is actually beneficial to Yutaka in that it puts her behind her enemy and generally keeps them safe from whatever attack they were likely to use on her, with she being able to get back up safely within a short time and get her bonus with little consequence...just be careful however, as it's entirely possible for Yutaka to trip off the stage if she's near the edge! If this happens she won't get her tripping bonus, and will be forced to recover at the enemy's mercy where they'll easily be able to gimp her. Still, that's kind of the risk that comes with trying to knock the enemy off the stage with the buffed Dash Attack, though thankfully this isn't too likely to happen compared to Yutaka's other multi-hitting attacks.​


F-tilt - Pity Push

Yutaka leans forth whilst making a shoving attempt with her little hands! Aside from being very very cute to watch, this is an incredibly fast and angle-friendly move that pushes foes away with a third of the Bumper's effectiveness for some good spacing or even a possible KO method! That'd be HILARIOUS to pull off. But watch out; if Yutaka tries to shove a foe who's shielding or moving towards her she'll be the one pushed back instead! Not an entirely bad thing however, as Yutaka still gets her spacing and even has a chance of pulling off her godly recovery if pushed away far enough...just don't try shoving foes when your damage percentage is high or else you might end up pushing yourself off the stage! And really, you wouldn't want to do that to poor little Yutaka, would you?

The Neutral Special buff variation of this move simply doubles the distance a character is pushed back, which is great for the extra distance if you don't mind running the risk of tripping. In any case, this is really Yutaka's only one true spacing move for when she needs to transition into her shield when the poison damage starts to kick in since you don't really want the foe to be in your face after having assaulted them.​


U-tilt - Sheltered Shove

What's short little Yutaka supposed to do in the face of enemies who are taller than her? For now, she throws her hands up into the air and stands on her tippy toes for surprising speed that rivals a Standard Attack providing you keep on using the move, otherwise she'll suffer a bit of ending lag via leaving the burdening stance. The thrust in itself doesn't actually inflict any damage, but rather barely pushes enemies above and right next to her upwards for half a SBB's distance, maybe a little bit more if they're a lightweight. In any case, the foe will likely use one of their attacks such as a D-air or N-air to counter Yutaka, which will end up hitting her raised hand and knocking her at a downward angle that'll most likely force her into her downed state; Yutaka won't actually take any damage from this attack right away, but will instead take it all as 1/4 damage the next time she would use an arm-based attack or grab, which'll see her suffer flinching after using the attack in question. Still, Yutaka will very likely be knocked down by the attack she would've been hit by to which she'll naturally gain her tripping resistance, plus this attack actually affects enemies if it would make contact with their shields to the point where if you're close enough to them you can actually interrupt a ground move they're planning to use and make them enter the air for a moment.​


D-tilt - Sleep!

Anyone remember Pichu's crouch from melee? Yutaka's is something like that! To be more specific however, she gets down and lays on her side while facing the screen, snuggled up nice and cozy while cutesy Zs float out from her. The fight must have worn her out! This crouch lets her resist enemy knockback to some degree like a normal one would, but not by that much since she already has the liberty of being able to duck projectiles with the state the crouch leaves her in, as well as avoid being grabbed by most grabs and non-low hitting moves. Aside from being very, very cute to watch, the sleeping state of the crouch not only has the unique effect of removing any staleness from Yutaka's attacks after sleeping for at least one second, but also allows her to ignore any non-damaging stats effects (like say one that would slow her down or increase damage she takes) and even cure them after sleeping for 2 seconds in a row; you'll know this has happened when Yutaka is surrounded by the same healing visuals you see in Brawl, though at the cost of 10HP worth of shielding per effect if she has some to spare. Yutaka has to independent to some degree, you know!

Yutaka's actual D-tilt is very cute! She'll stretch out her limbs on both sides as if yawning for as long as you keep tapping A. Each tap only inflicts a mere 0.5% with no hitstun whatsoever, but gives foes a bit more ending lag on their attacks and doubles their chances of tripping; in the meantime the flailing of the limbs and all actually has a pretty good chance of stacking some decent damage on enemies since Yutaka won't be pushed back too far from her crouch, especially if you're daring enough to waste time combining this with the Side Special...enemies will have to use low attacks to hit you out of this however, so you probably won't end up taking too much damage. You can obviously Neutral Special buff this move, though if you do Yutaka will end up in her downed state instead of tripping for the same effect and all.​


Smashes


F-Smash - Last Stand

Are those puffed-up cheeks and a cutesy scowl I see on Yutaka's little face!? Look's like somebody's gotten all fired up! Yutaka proceeds to run ahead at her dashing speed with her arms flailed out comically, an action she will continue to do until she tires out after having covered 0.5-2 Platforms worth of distance. For all the effort little Yutaka puts into it, this is one hell of an attack (or at least for what we expect from her!); foes caught in it are continuously swatted by tiny hits of 0.5% at a surprising rate of one hit every 0.025 seconds! (that's 40 hits per second, meaning you'll inflict 20% per second) On the other hand however, those individual hits inflict almost no hitstun to the point where foes will need to have well over 55% in order even start taking any. Still, it's well worth all the effort, as said hitstun allows Yutaka to push them along with her! Fun! This only gets better when you take into account that heavyweights will naturally be pushed more slowly than lightweights and thus will take more damage. Once Yutaka's tired out her foe is then knocked back at an angle that depends on how tall they are, with small characters being knocked upwards and taller characters being knocked downwards....do remember however that this IS Yutaka we're talking about, and that the knockback in itself will only ever start KOing at around 300%. Still, Yutaka will very likely drag her foe towards the edge of the stage and possibly knock them down at a low angle that could KO them earlier than you'd expect.

Nspec buffing this move lets Yutaka inflict that much-desired hitstun right away and inflict a TON of damage (100% in one second!!), though of course she's very, very likely to trip in the middle of one of those many many dozens of hits she's throwing out; if you haven't used the Get-up Attack at least a few times beforehand don't expect to get anywhere at all unless you're somehow REEEEEEALY lucky. On the other hand, foes will still take the knockback even if you trip in the middle of the attack so you don't have to worry too much about them attacking you afterwards.​


U-Smash - Damsel Drive

One by one, Yutaka repeatedly throws her fists into the air at a 45 degree angle whilst barely facing the screen, where it appears that she's pouting over her smallness! The rate at which Yutaka throws her fists above her is comparable to Marth's Standard attack, but with one major exception over said move as well as all other Smash Attacks...said attacking animation IS the charging phase of the move. As such, this "attack" not only DOESN'T initiate the Neutral Special buff but it also causes Yutaka to naturally take 1.4X the damage and knockback of any enemy attack she's hit by when using it...heck, she'll even take more poison damage when charging this Smash and her others! But of course, if this "attack" has such high risks to it, then it must have good pay-off, right? Well for the most part, the "punches" that Yutaka throws out will generally hit in front of her and a very, very short distance above her, where they inflict a surprisingly decent 5% with some pretty good hitstun and a wee bit of pushback that's generally enough to keep enemies from attacking Yutaka while she's briefly pre-occupied with hitting on the other side, though if the enemy happened to somehow be foolish to be hit by the move whilst above Yutaka they'll end up being trapped in the hits for some good damage if they're wide enough! In any case however, Yutaka's attacking pattern is incredibly predictable and it can easily be out-ranged or out-prioritized by enemy attacks; then again, Yutaka could actually try releasing the attack...

Which has mixed consequences, to say the least. The animation at hand has Yutaka bring her fists close to her and tense them, which causes her to put all her shielding power into attacking! To put it simply, Yutaka will put 10-99.9% of her shield's current HP as damage for her very next attack that would connect with an enemy either physically or through their shield, though as a major drawback Yutaka will not gain this additional inflicted damage as HP for her shield; needless to say, this is an incredibly risky maneuver if you're planning on going all the way, though the affected move in question has a lot of potential to catch the enemy off-guard with it's additional damage or cause of a lot of shield damage if you had a lot of shield HP to invest into the move. If you don't want to use up all your precious shield however, you can use this attack in bursts at the start when you've only got 10HP on your shield which will regenerate over time anyway. That or if your enemy attacks you out of the charging phase Yutaka won't get the buff anyway, and will go flying pretty far...you could simply release the charge before they do that, but there is actually quite a bit of incentive to try and hit them with a punch from the charging phase since every bit of damage inflicted from there will be naturally be added to Yutaka shield but will also be added onto her next attack's power free of charge! I should take the time to note that since this move isn't really an "attack" Yutaka cannot simply re-use this move to inflict whatever damage with the first successful move on her enemy, though of course she plenty of other moves better suited to using the buff, especially ones that have KO power such as her F-Smash.​


D-Smash - Brave Princess

Yutaka puts on a brave face and gets all excited, as if this'll be her last Smash Attack ever! Showing surprising stubbornness, Yutaka pushes herself to her very limits and her damage percentage right down to 0! There's a limit to how beneficial this kind of behavior can be however, as after 7-18 seconds Yutaka will start taking poison damage in the same vain as the Side Special! Unfortunately Yutaka can't use this move while her Side Special is active (and vice versa) or if she's taking poison damage so she'll have to wait until the poison damage wears off before she can use this move, which ultimately prevents it from being spammed.

With this move Yutaka won't actually have to worry about taking damage as much as she would've before; providing you don't take too much damage in the first place it's entirely possible to have Yutaka take it instead of trying to defend against it and simply heal it off with this move afterwards, whereby you can instead focus on attacking the enemy.​



Aerials


N-air - New Resolve

Yutaka's frightened, but that won't allow her resolve to waver! She tenses up in preparation whilst wincing, an action that suddenly causes her to enter helpless! While she may be completely defenseless her aerial speed and ability to DI are in fact doubled in this state, and if she's attacked out of it she'll naturally have her jumps refreshed; from here she'll not only keep her improved aerial capabilities until she lands on ground but she'll also be able to re-use this move to improve them once more! No matter how great her aerial speed becomes however Yutaka won't fall any faster and she'll become greatly susceptible to being attacked or having her next move predicted if foes decide to let her hand...although you may or may not have the Side Special active during this time to prevent Yutaka from taking progressive knockback, do remember that Yutaka is still taking damage, and as such stacking this move too often can be quite inappropriate, even if it would allow Yutaka to glide away from enemies and onto another part of the stage and improve her aerial attacks...

The moment you land on ground after having used this move in the air at all however, Yutaka will find herself glowing with a small red aura that gives her slightly improved hitstun capabilities and the ability to flinch enemies with her attacks that otherwise wouldn't inflict any for twice as long as the N-air was activated for! While this effect is indeed good to the point where it can encourage players to jump into the air and use this move just to get the effect, do note that once the time's up Yutaka will in fact be plagued with the inability to produce hitstun, a rather nasty consequence she'll have to bear with until she's managed to hit her foe 4 times. So basically, the N-air as a whole is more or less designed for ground transitioning and allows Yutaka to flinch with moves that otherwise wouldn't do such a thing with her Standard, U-tilt, D-tilt and unbuffed F-Smash to make for a slightly deadlier Yutaka, though she'll be burdened with a rather difficult time afterwards regardless; note that Yutaka can still use the N-air for the aerial speed buff of the move, though if she'd land whilst being unable to produce hitstun she won't gain the buff. So basically, while this move can be used for escaping/offensive conveniences in the air, it is designed in such a way where Yutaka is generally forced to make the most of what she's given what with the buff and all as to not waste it; in other words, attack first, defend later.​


F/B-air - Reckless Impulse

Yutaka turns to face the screen whilst flailing both her outstretched fists on each side of her for a serious case of cutesy carnage! The result is a multi-hitting move that lasts for twice as long as Yoshi's D-air and can inflict up to 3% on one side of Yutaka if all the individual hits connect! None of the hits cause flinching however, but that doesn't stop Yutaka from going all-out until she tires herself! She won't stop attacking for anything, not even if she would land on ground, be attacked or even grabbed by an enemy! This naturally makes the move quite versatile as an offensive, defensive or even an anti-grab move that makes enemies think twice before going all-out on you lest they want to take a good load of damage from your assault...greatly helped if you have the Side Special active during this time to lessen the knockback you take. On the other hand however, the move in itself can be massively punishing to Yutaka as it doesn't entirely stop enemies from actually punishing her good for a potential KO; be sure to keep that in mind and know exactly when to use this move.

This move can be buffed with the Neutral Special to have it potentially inflict up to 99% for an incredibly lethal dose of damage, though Yutaka is very unlikely to finish the actual move in the first place what with her chances of tripping out of the move - in this case she will be instead footstooled. This actually has the potential to save Yutaka from a combo, but if her enemy was on the ground it'll end up completely works against her since enemies can easily follow up with an attack of their own. In a similar vain to the F-Smash, this attack becomes massively threatening when Yutaka starts tripping less often, though she'll still need to be as careful as ever when using it.​


U-air - Cute Climber

Yutaka won't let her foe get away with towering over her! She reaches out into the air in that cliche MYM fashion you all know and love, but instead of dragging enemies down to her level she quickly climbs over their mass and footstools them for 2%! A successful venture into the air can help Yutaka recover if the foe tried to gimp her get an edge over them if they're weak in the air - at best they won't try to chase you into the air and that means time to yourself. This aerial may seem almost impossible for Yutaka to pull off with her weak jumps, but it's actually easier than you'd think if you use it while planking or if an enemy is standing on a platform above you - offstage you might even be able to KO them! Using this through the Neutral Special buff will propel Yutaka slightly higher than usual if she succeeds and will "stun"/footstool enemies for slightly longer as well.​


D-air - Questionable Descent

In a panic of some sort, Yutaka quickly yet erratically kicks downwards with both feet, which she manages to do 7 times in a row; this is somewhat comparable to Snake's D-air, though Yutaka lacks the range and falling speed of said man, which at the very least gives her a chance of stringing all the kicks together instead of just plummeting to the ground like a failure. Each hit inflicts 3% with slight upwards knockback that KO at 500%; you won't usually be able to get all the hits in, especially at higher damage percentages...unless the foe at hand is actually tall, in which it will be even more likely for them to take all the hits (serves them right too!). For the most part a successful strike will get the foe in the air, to which a use of the Neutral Special would serve quite well if that's what you want to do; unless you plan on recklessly following up with an U-air, this is a good way to get some breathing space in order to shield and since the foe will be in the air they won't actually be able to grab you (unless they have a MYM-esque grab-based D-air...).

This attack has a unique little quirk to it that activates if you use it above a grounded enemy, which will cause Yutaka to halt her falling and continue kicking on them like some crazy carnival attraction! This is not only an excellent way to inflict some much-needed shield damage, but also negates the rather rough landing lag that Yutaka would usually suffer if she landed on the ground while using this attack. Also, enemies will usually be knocked upwards by Yutaka's kicks, but if that doesn't happen they'll instead be knocked down! Definitely a nice break for little Yutaka, though it's an Easter Egg more than anything as heavyweights and fastfallers will usually be the only ones who won't get knocked up into the air at 0%.​



Grab

With a determined look on her face, Yutaka reaches out with her tiny hands of cuteness! What she lacks in range is more than made up for with the momentary 4% flinch resistance she gets when trying to pull off the grab, but once she succeeds it'll quickly become apparent that she's the one struggling instead of her foe! You see, Yutaka doesn't actually hold her foe in place as much as she tries to hold herself in place, and thus her grab doesn't actually hold enemies - they're free to do whatever they want to Yutaka! This would normally be a terrible thing, but Yutaka has constant Super Amour to all her enemy's attacks through her sheer determination and grip, UNLESS the attack in question would instantly KO her with its knockback. If enemies can't do that however, they can try grabbing Yutaka, though she'll prove to put up a struggle for 2 seconds in which she'll be given some time to use her Pummel or Throws until the enemy grabs her or she manages to knock them away before then - otherwise dubbed as "Grab Struggle". If attacking Yutaka isn't to the foe's liking however, they can always jump, dash or roll away from Yutaka, which will simply cause her to lose her grip and end the grab with the tiniest bit of lag for Yutaka. Interestingly enough, Yutaka's grab lasts for however long enemies take to get out of your grip, and it actually works against enemies who can't normally be grabbed due to the nature of its execution.

And before it goes unmentioned, you won't have to worry about poison damage while Yutaka is grabbing a foe thanks to the sheer determination she shows at that point, though she will take whatever damage she avoided taking later on instead. It massively helps that a grab game can be transitioned out of shielding, which makes it entirely possible for Yutaka to be able to completely "avoid" taking poison damage whilst going offensive on her foe if she manages to successfully grab them.

Also, Yutaka can in fact buff the grab in itself with her Neutral Special (helps that she can do this out of her shield), which causes Yutaka to lunge forth a slight distance and have the speed and flinch resistance tripled; the only downside to this use of the buff is that Yutaka suffers an unusually large amount of ending lag if she whiffs the move, though the grab in itself is technically designed to be used against enemies trying to assault Yutaka's shield so that shouldn't happen often. Note that grabbing the foe in itself counts as a use the buff, so if you want to buff your Pummel and Throws you'll have to have used the buff multiple times in advance...something that's quite good to do since Yutaka will never trip out of her any of her Neutral Special buffed throws.​


Pummel - Childish Pout

Frustrated by her opponent's tallness, Yutaka hammers her little fists into them! Each hit inflicts a small yet fast 1.1% that can really add up on its own and/or with the Neutral Special buff, though she'll only really be able to use it against enemies who are trying to attack or grab her since they could otherwise escape from her without any effort and waste her grabbing attempt; if Yutaka has the N-air buff active however her Pummel will in fact inflict enough hitstun to keep enemies trapped in your grab until your time runs out! Without said buff however you'll need to wait until the enemy tries to punish you beforehand, and then you can go all-out on them...just be careful they don't KO you in your blind fury!​


F-throw - Little Yutaka Striker!

Looks like Yutaka's going for the big one! Wait....does she even have a big one? Regardless, she hesitantly holds an arm back whilst keeping her foe bound and unable to escape from her or dodge before attempting her best impression of the almighty PAWNCH! POW! While by no means a Falcon Punch, Yutaka still manages to inflict a fairly good 12% that'll KO her enemy at around 200%, to which they'll have no choice but to either take the damage or shield against it and risk giving Yutaka a load of HP for her shield, especially if she uses the obvious Neutral Special buff...

In any case however, Yutaka will find herself drained from all that effort she put into that one punch, and will start to take all her poison damage at a rapid rate of 0.05 seconds! This is obviously quite nasty for the most part since enemies may want to use the obvious opportunity to KO Yutaka, though said moment can actually be used to her advantage by either punishing enemies out of shielding via grabbing them and/or soaking all that poison damage with a strong shield; then, depending on whether she was successful on the latter or not, Yutaka can then transition to her Side Special or D-Smash to refresh herself and possibly start an assault on her enemy.​


B-throw - Reasonable Retreat

Surprisingly enough, Yutaka actually turns around and dashes away from her enemy! This can be done out of a Grab Struggle when the enemy tries to grab you, though you're required to hold the control stick backwards and mash other buttons for one helluva tough grab escape! In any case, Yutaka appears to be panicked while dashing as seen via the numerous sweatdrops falling from her face that increase her attack and movement speed by 1.15X until she's attacked or trips; also, whenever Yutaka would perform a spotdodge or roll she'll end up tripping instead! This and the entire move in itself has its obvious up and downs to it, though its best used when you want to escape with the speed buff in order to transition into shielding or even try and daringly pull off the Up Special.​


U-throw - Dynamic Consequences

Is your towering foe looking down on you? Then use this move! In a fit of cute rage, Yutaka actually tries to attempt the impossible and uppercut her foe! Does it work? Hell no! Or at least if your foe wasn't dumb enough to be hit by it since Yutaka not only suffers well over a second of lag but also forgets to hold her enemy in place much like her F-throw! But if this move actually hits by some miracle however, the foe will take a shockingly powerful 22% that knocks them upwards and can KO as early as 145%! That's of course, not taking the Neutral Special buff into account, nor does it consider the fact that foes might actually want to shield it....

In any case, if Yutaka actually managed to pull off that ridiculous move, she'll end up "gloating" on her small victory as her face lights up both figuratively and literally! This has the strange effect of doubling the duration of any afflictions Yutaka is currently under; in other words, not only will it double how long she's able to stay under the effects of her Side Special, D-Smash and N-air, but it also affects her rate of poison damage as well! Yes, enemies may actually allow themselves to be hit by Yutaka's uppercut in order to get her to take more damage despite she being able to get up to 50HP for her shield, though the obvious thing for them to do when Yutaka has her ridiculous Side Special is to avoid it, right? Well you see, if Yutaka doesn't succeed with the attack via being attacked/grabbed out of it or her enemy simply walking away from her, she will in fact become melancholic for a brief moment before attempting to put it and all her feelings aside quickly, which has the exact opposite effect of succeeding with the move in that it halves the duration of her afflictions! Hence not hitting enemies with this in the first place whilst Yutaka is taking poison damage can in fact be a good thing to some degree, though they'll be able to beat up on her in exchange, so use this if you've been afflicted with a great deal of poison. And to support the rather contradictory nature of this move, try using it when Yutaka is both afflicted with poison damage AND got her N-air buff active so enemies have no choice BUT to let her either inflict more histun on them for longer or let Yutaka take less poison damage for a win-win situation.​


D-throw - Undeveloped Unpredictability!

Yutaka goes all red and puts on her cutesy angry face; this is an invitation for you to input any Standard or Smash input with a control stick input and Yutaka will perform the move in question under her grab conditions! Here she'll naturally gaining Super Amour and Grab Struggle for said move like she would for her other throws, though she'll still be able to trip out of said move in the middle of the "throw" if she used the Neutral Special buff on it. The moves that are available to be used however are weaker than Yutaka's F-throw, and even her almighty F-Smash can be escaped by enemies through a simple movement gesture...except if they try to do just that Yutaka will suddenly cancel the move she was going to use and pout in place from not being given a chance to attack! This may seem like a cute little aesthetic, but it's actually much more; you see, Yutaka's face constantly be red and she'll exert small puffs of air from her face for further aesthetics, which indicate that Yutaka's grab has been replaced with the move she was going to use under her grab bonuses! This means Yutaka will have Super Amour and Grab Struggle when performing the attack in question, as well as momentary immunity to poison damage; she can even use the designated move of her Dash or Shield! The latter is excellent for countering enemies who are trying to bring down your shield while you're trying to deal with poison damage, though do note that you only get one shot at using the buffed move before Yutaka gets her normal grab back. Note that if Yutaka would use a charging move like her F-Smash as her designated move she'll still have to charge it by holding the Z button, but otherwise the move remains the same as usual. Also, if she designate a continuous move such as her Standard or D-tilt she will only use it for a maximum of 3 seconds before stopping as to prevent cases of "permanent" Super Amour.

Also, fun fact: throws generally bypass flinch resistance (Super Amour of the sorts) and grant their users 8 invincibility frames when first used, a factor that allows Yutaka to use her pseudo-grab move as a spotdodge of sorts it actually counts as a throw; very convenient for countering grabs or attacks that would otherwise break your shield. Note that if Yutaka would use the F-Smash she will gain the invincibility frames upon using the attack rather than when she first charges it.​



Tips for Playing as Yutaka



Brawl is a dirty little world where competitors leave their compassion and dignity at home, and instead relish in any opportunity they can in order to win the match at hand. Yutaka is a different case however; she's only known honesty and innocence through her involuntarily sheltered life to the point where such is all she knows on the battlefield. Yutaka has no elaborate schemes in mind, no tricky combos which would win her the match in a flash, or even any long-distance moves for that matter of fact! This makes her rather easy to pick up and use, though it doesn't change the fact that she's incredibly weak. Almost anyone would tell you to just pick another character...

But if you did go ahead and pick Yutaka however, I would very much assume you did so for fun; she does have a great number of cute quirks about her which blow Pichu's out of the water in terms of cuteness (of course!), and you don't really have to worry about pride or anything if you lose with her since she's not strong canon-wise (though you do feel sorry for her afterwards!). If you didn't choose her for that however, you probably did so as a "challenge" in which you'd feel good about yourself for accomplishing, or even maybe as a handicap against a rookie player like your little sibling...

Whatever the case, the only real thing going for Yutaka is her strong will to stay alive in the form of her damage-controlling Side Special and D-Smash. These 2 moves allow Yutaka to stay alive for much longer than her minuscule weight would suggest, though they both have the side effect of plaguing her with variable poison damage; the idea is for Yutaka to empower her initially weak shield so it can soak up all the poison damage she would take and thus allows her to "overcome her illnesses". Problem is though, in order for Yutaka to strengthen her shield she'll actually need to land some successful attacks on her foe! This means having to put up with some of the worst stats in the game, no projectile usage and essentially having no real usable shield to start off with, though at they very least Yutaka has a good crouch she can use to duck under most projectiles or simply swat at them with her Standard; if you're facing a more developed camper however you'll only have the very basics as your best, though it really depends on what kind of enemy you're facing.

When you do finally get to attacking, or find yourself attacked in the first place, you'll probably want to activate the Side Special to absorb the damage and overall drastically reduce the knockback Yutaka would take. But of course, doing this means trying to get in as much damage as possible on the enemy, as they'll try to do the same to you to prolong your eventual poisoned state; the F/B-air is generally a good approaching move as well as the D-air, with the former being quite consequential to enemies who try to attack Yutaka out of it. On the ground however you can use the reckless yet extremely rewarding Dash Attack if you're willing to take obligatory damage in the process. Yutaka's grab game is also an excellent way to make use of the time she has for her Side Special in order to rack up some damage and/or manipulate her poison damage; the Super Amour factor that comes with this works hand-in-hand with the damage resistance of said move, with Yutaka being able to wail on enemies with her Pummel, deal a solid amount of damage with her F-throw or even use the D-throw to transition to her F-Smash! For the most part though, you can expect enemies to try and escape your grasp by moving away from you to waste your grab, which is exactly why you'll want to use the above moves: if enemies try to escape your grasp, Yutaka will use the move in question as a substitute for her grab game, which transitions perfectly from her shield when the time comes for her to use it for poison damage warding - counter your enemy's attempts of attacking you with a F-Smash or F-tilt of the such, and with good timing you can really get the jump on them!

When it comes to shielding, doing so will only be effective if Yutaka was able to attack her opponent consistently; if she wasn't able to do so she'll have to put up with the damage she would take and try to look for an opening to hopefully turn the match around. This can be done by simply playing defensively with moves such as the F-tilt and U-air to space from your enemies and pester their camping efforts via the crouch and Standard in order to make them approach you, where you can try and grab them and pull off a F-throw...if you try this however, you'll have to be very lucky and pull it off quickly to prevent your damage percentage from rising to a level where the enemy can pull off a fast KO move on you from close-up, though if you succeed you can then play cat-and-mouse with them to try and pull off an eventual D-Smash to get yourself back into shape for a moment. It's all very risky stuff, and Yutaka has no easy way out of it all when her foe is free to knock her away and she has a terrible recovery.

Yutaka's game really to boils down to attacking her enemy as much as possible when she has the best opportunities to...not the most exciting playstyle, nor the most intricate, but it's what Yutaka needs to do, and she's only human. What I haven't mentioned up until now however is Yutaka's Neutral Special buffing move: it's designed to give Yutaka's moves a lot of extra power at the cost of generally making her trip out of them, which'll leave her prone to enemy attack during most attacking attempts and situations. Tripping in the first place will of course leave Yutaka less likely to trip when attempting to use said move in the future, though note that you don't have to use Neutral Special buff in the first place just to trip over or even be knocked down for such matter; if Yutaka is tripped or knocked down by an enemy attack, or from one of her own moves such as her Dash Attack, she'll still gain tripping resistance...you and your opponent might not end up keeping how many times you've tripped in mind, but once you've gained enough tripping resistance you could easily transition into one of Yutaka's powerful moves such as her F-Smash and get the jump on the enemy! Said move is essentially Yutaka's goal to pull off in a match and essentially signifies her success as having become a strong person...she'll be inflicting absolutely ludicrous amounts of damage with said move to the point where she'd easily be able to KO most characters in one shot with said move; this doesn't even take into account the fact that Yutaka will have gained astronomically high amounts of HP for her shield out of the one attack, and double that amount if her foe decided to shield against her barrage! It'll be a win-win situation for Yutaka either way, as she'll have so much shielding power she'll now be able to heal and shrug off damage as she pleases with her Side Special and D-Smash, or simply block enemy attacks and counter with her grab-game. Once Yutaka's pulled off a successful F-Smash buff, she'll have truly become a forced to be reckoned with...just don't let her be KO'ed or she'll lose it all! For all her crippling weaknesses, the element of surprise that can come with an unexpected buffed F-Smash is actually one of Yutaka's biggest strengths in that she can in fact end up inflicting more damage on her enemies than they'd actually expect in the first place.

All that said however, do remember that Yutaka is in fact weak, and she doesn't really have much of a chance of winning in the first place; as I said before, her moves are not incredibly lacking in range and priority, but also require her to use her own body to attack for all her moves, so she's in fact quite a good deal weaker than I made her out to be! Sure, she has her Side Special and D-Smash as handicaps, and she can inflict ridiculous amounts of damage given time, but all and all she starts off with a weak shield, is incredibly light, and worst of all needs to rely on close-range which will see her getting screwed over by characters who are competent in that area in terms of speed and/or power. The only time a match with Yutaka will ever go by quickly will be in the foe's favor, as Yutaka is only able to win her matches slowly but unsurely. Still, she can be a rather fun character to use, especially aesthetically speaking, and if you win with her it'd feel pretty darn good, would it not?​



Team Playstyle



The above playstyle section assumes you were using Yutaka in a 1v1 match...now let's see what she can do in a Team Match!...or maybe not. She wouldn't be very helpful in said situation, now would she? But really, isn't her presence alone more than enough to support her trust ally for the win? Yes? No? Okay, seems I'm missing something if I'm not getting your support here...oh, that's right, Yutaka actually has ANOTHER MECHANIC! You know how she said at the start of the set that she got sick often? She wasn't kidding...but how do we translate sickness into Brawl, you may be asking? Well, how about that good old state of stun! It's a state that players will rarely succumb to in that they need their shields to be broken most of the time (which few are stupid enough to actually let happen), but when they do the others will almost always exploit it for the finishing blow...yet when it comes to frail little Yutaka, being stunned means being pitied! Wait, what!? Indeed, this is a fighting game; there is no place for the likes of emotion and irrationality...but what if said traits proved rewarding to those who embraced them?

Regardless of whether they be friend or foe, anyone who takes up the job of protecting Yutaka while she's all stunned and helpless will receive certain benefits based on how they protected her. The first way to protect Yutaka is to heal her, which rewards the protector with the same amount of healing, and/or 7% for every negative effect healed off. Not every character has healing moves however, to which they may want to embrace the second method of literally shielding Yutaka from incoming attacks such as projectiles, an act which not only halves the damage her protector's shield takes but also prevents them from being pushed back - this actually works with Yutaka's poison damage if she was mounted onto her savoir with her Up Special, an excellent move for Team Matches. The third and final way to protect Yutaka is to knock any nearby or approaching enemies away from her, which increases the damage and knockback output of the protector's attacks by 1.1 for every successful hit they land. If one manages to protect Yutaka until the very end they'll receive a special reward based on which criteria was met; 0.5X the amount Yutaka was healed, a completely rejuvenated shield that'll won't take damage or pushback for 18 seconds or double the damage/knockback buff they gained from protecting Yutaka for the rest of their stock. And before you question how the hell it makes sense for a character to be magically healed or get stronger just by protecting a little girl, I am making a statement about the inherent good of every living being and the pretense, a facade of selfishness that gets torn down as soon as a opportunity to help another presents itself.

One must take care not to mistake the state of illness for something Yutaka would actually want to use in a match, since you know, you actually want Yutaka to be a healthy girl, not a sick one! It's not really a case of this mechanic being entirely absent in 1v1 matches as it is entirely irrelevant...THE only way you're ever going to be able to initiate it is if Fiends or Stage Hazards are involved, or the rare case where Yutaka happens to be going up against a character with a self-hazardous mechanic such as Tutankoopa or Lucio Fulci - yes, it's entirely possible for Yutaka to actually get a piggyback ride on those minions with her Up Special and make it impossible for them to attack her! (that is, assuming they have no moves that would hit her from behind) In FFAs, enemies are capable of exploiting Yutaka's sickness for their own benefits, which is kinda good for Yutaka since it lets her live for longer from her enemies' "pity" of her, but really, she doesn't like being treated like a little kid! In this case foes might actually WANT Yutaka to hitch a ride on their backs with her Up Special so they can get a plethora of buffs as they attack enemies and use their shield to protect her from her own poison damage - they'll only take half of it and will make it more difficult for the other foes to break their shield.

And while we're on the topic, I should warn you that Yutaka obviously has a much higher chance of being stunned than other characters since her shield is not only pitifully weak but is also used by her in warding off the illness that is her poison damage, which she obviously has to trigger with her Side Special and D-Smash moves in the first place to actually stand a chance at staying alive. Relevancy wise, there's only the Down Special, which has the effect of doubling the bonuses any character gets from the pity mechanic...yes, you as the Yutaka player, could actually go as far as to deliberately break her fragile shield just to exploit her mechanic! But of course, that'd be stupid both gameplay and character-wise, but then again it's the player doing this and if they think it's such a great tactic to win, then fine...but really, it's usually much better if Yutaka is actually active in a match, because she'll be able to help her allies with her Up Special to get a piggyback ride on them, where she can protect them from behind with her shield if it's strong enough - your ally will be able to protect your shield from poison damage with their own shield of which will be far less consequential for them.

Because of the buffs which Yutaka can "give" to her ally while she's mounted on them, it's entirely possible to have her do nothing for the entire match and just have the ally fight with slightly improved stats. Yutaka won't take any damage this way, but this is silly as she's a character who develops during her stock and leaving her all sheltered will leave her helpless since she won't have any buffed shield or attacks to use when push comes to shove. Be sure the ally is there to support Yutaka at the same time however: she'll get knocked away with extreme ease due to her light frame, but she's easy for aerial-efficient characters to save as they can just jump backwards and have Yutaka use her Up Special to get on their backs. This form of maneuverability is helpful when both characters want to travel to once place together due to Yutaka having terrible movement stats, and when she's developed a powerful shield from attacking her enemies Yutaka can use it to protect a good portion of her ally's body, even if they're in the air - you'll have to be careful of being pushed by attacks this way however, and Yutaka's shield is not so large that it'll be able to fully cover the body of her ally.

Yutaka may seem like a burden in a Team Match, but she can be played in different ways in tandem with her ally despite not being able to directly support them with the likes or projectiles, traps or reliable moves. She can be fun to have as a "challenge" where you can pretend you're the only one fighting due to she being extremely underpowered and use her as an "equip" with her team mechanic and Up Special to get a piggyback ride. Yutaka can be a very useful ally to certain characters who can cover for her weaknesses however and whom have a good amount of resources, along with being very fast and having a good air game to save her with when she gets knocked off the stage. It doesn't have to be a character who has good KO power, since Yutaka herself can score the KOs once she's all fired up; she'll technically be the one attacking since that's all she needs to do - all she really needs in the end is for someone to constantly have her back, and she'll go far. Witness the power of friendship!​



True Final Smash

Maturity

Whoa! What with that name and all, I bet you're really hyped for this one! You should be too, cause so is Yutaka! As if wishing upon a lucky star, Yutaka closes her eyes and clasps her hands, almost in a kind of prayer. Mystifying sparkles of sorts slowly travel towards her and into her body, which in itself begins to take on the very same glowing hue...then, suddenly, Yutaka starts to grow in both a metaphorical and literal aspect! Those short little twin-tails of hers grow until they reach all the way down to waist level, her body becomes more slender as it grows until reaching about....165cm or so, but most important of all.....M.U.N.E! Those tiny little breasts have become nice and visible! Ah, but don't worry, that sailor outfit, or whatever alt costume you put on Yutaka, has magically grown to accommodate all the physical changes. Perhaps most important of all however is Yutaka actually has a, Haruhi forbid, constantly mature look on her face that greatly difernates from that of her cheerful albeit timid one. And thus, with a stylish twirl that is obligatory for magical girls of all sorts, Yutaka readies herself for what she needs to and can finally accomplish once and for all!

The very instant you take control of this brand new Yutaka, you'll notice that she moves around much faster than the old one did; kinda like an elegant version or Mr. Manly Falcon if you really want the specifics. And while she's still fairly light she's nowhere as light as she was before, she having gained the weight of maturity upon her! Too add, she also has the same shield a normal character would!

When you try attacking as this brand new Yutaka, you'll notice that she has greater reach in her attacks than before, and instead attacks with a simple elegant wave of her arm that actually inflicts normal damage for whatever was expected for that input! She also has a normal grab with normal throws that kill at normal damage percentages and what not. Okay, maybe I'm under-elaborating things here, or maybe you want to know about the Specials...well, Yutaka doesn't suffer any downsides from her buffs, but that's pretty much all. Her Up Special also does similar damage to Charizard's Fly as she hits her enemy with a comical slap of sorts - hilarious stuff.

And of course, from everything you've just read, you should know that by no means does this Final Smash have the same "overpowered" feel of your typical Final Smash; Yutaka just wants to know what it feels like to be an ordinary person. On the other hand, this Final Smash lasts until Yutaka is KO'ed or she, for whatever crazy reason, would actually want to go back to being her weak little self, which she can do by obtaining the Smash Ball again.​


[COLLAPSE="Extra Awesome Extras"] Extras


Animations

Yutaka's animations are cute and quirky, but that's only to be expected of her! She unfortunately doesn't have any magic-syndrome induced flashy openings to appear onstage; rather, she's already on the stage and will look around nervously while saying "Oh no! I'm so tiny!"...but hey, she has every right to say that when MYM has such giganto monsters prowling about. Perhaps most unfortunate is that you probably won't hear Yutaka say this in practice because of the stupid announcer's countdown, just like nobody hears Snake say "Kept you waiting, huh?" at the start of every match in Brawl! He REALLY needs to speak up, but Yutaka's not afraid to express how she feels with the full power of Hynden Walch's voice!

Yutaka will exhibit similar behavior to Pichu when standing still in that she will constantly don a cheerful face whilst looking around her whilst fidgeting with her hands, but sometimes she'll be overwhelmed by the rest of Brawl's taller cast and make this face for a moment; you probably won't be able to see it all that clearly unless you pause the game however, but hey, face expressions are a staple in anime!​



When made to walk, Yutaka will break into a casual stroll that sees her swaying her arms back and forth ever so slightly, but not in such a manner that it's forced or anything. Running will have her pick up the pace as Yutaka turns her head right and left as if looking for something. As for Yutaka's Dash, it is similar to Zelda's in that Yutaka goes into a sprint whilst leaving her palms open and her arms un-raised for a feminine touch, except Yutaka is very clearly struggling to do so based on her face expression, even more so than Ganondorf!

Yutaka's jump has her squat for a moment before excitedly leaping into the air with all her might, indicated by her two hands raised above her reaching out at the same time. Her second jump proves to be a struggle on her part aesthetically speaking, as Yutaka will put on such a face whilst flailing her arms around her and kicking down below her in such a manner that it almost looks like she's gaining aerial ascension just by doing so! Funny enough, said animation is almost identical to that of Yutaka's F/B-air move, with the only real difference being that Yutaka will have her hands curled up into fists when using said move, and she won't kick out of it unless she used it in the middle of her second jump; to further distinguish the animations however, Yutaka will grunt when performing the aforementioned attack, and her swinging will have a comical sound effect to it just like the rest of Yutaka's other attacks - I could have mentioned that detail beforehand, but that would have been too much to absorb along with the rest of the set, right?

The final animation in terms of relevancy belongs to Yutaka's dodges, with the usual spotdodge and the air dodge consisting of Yutaka leaning into the background whilst breaking into a sweatdrop-inducing panic in what appears to be an accidental dodge, aesthetically speaking. In the meantime, Yutaka's roll dodges have her hop back or forth in a similar kind of panic, of which naturally gives her a surprisingly fast roll, though it only covers a surprisingly small distance of a character width; do remember however that Yutaka will be using her shield often, and that of all the animations listed here this one actually has relevance - having a fast roll dodge is good since enemies won't be able to punish Yutaka out of it, and the small space can actually be beneficial in Team Matches when you want to be close to your ally or even get behind the enemy and attack them quickly with the shield's great speed and small distance, though at the same time the shield can and will work against Yutaka if her enemy has moves with good distance and or can predict where she'll appear and easily catch up to her.​


Taunts

Like every character who has them slapped onto their moveset, Yutaka has 3 taunts which aren't so much as taunts as they are inputs that you'll want to use!​



The U-taunt has Yutaka comically cry in place as watery tears gush down from her face...both cute and funny at the same time! Yutaka obviously cries out rather loud crying noises when doing this, so you can use this taunt to annoy the crap outta the enemy or massively troll them, whatever you want to do.​



Yutaka's Side Taunt has her stylishly spin in place on one foot before making the equally stylish pose above her as a small yellow star appears in front of her head for anime-cosmetic effect. Yutaka looks both embarrassed and nervous after pulling off the pseudo-dance move however, as she hastily gets back into her regular stance shortly afterwards! This is the same pose 8 of Lucky Star's 10 main girls do on the front of their Image Songs, to which this taunt pays tribute to, which in turn payed tribute to the awesome Hare Hare Yukai mock dance opening.

Yutaka's Down Taunt has her put in a bit more spice however; this one'll see her make an angry scowl whilst saying "Stop treating me like a little kid!", which is awesome, because she actually says something! And really, I'd probably use this taunt when I've successfully KO'ed my enemy in say Classic Mode (even if Yutaka won't be able to finish it on time!) because it'd just sound that cool in such a situation!​


Victory Poses

Whenever Yutaka wins a match with her onee-chan Konata, the entire match is revealed to have been a video game played between them on the Nintendo Wii in Konata's room!

If Konata won the match (most likely outcome), she'll casually turn towards her astounded little cousin, who compliments her with a "You're so good at this game, onee-chan!", to which Konata will reply with a teasing line of "No, you just need to pick a character who isn't as short as you!" that puts Yutaka into a cute little fit of anger. The results screen will then show up, or by pressing start right as it plays if you don't want to watch it and just want to start another match.

If Yutaka happened to win the match, Konata will stare at Yutaka in slight shock before turning to the screen and casually remarking "Even to this day, I'm still baffled at how it's possible for a beginner to beat a pro-gamer just by pressing random buttons..." whilst wiping a drop of sweat from her brow, with Yutaka being too naive and occupied to hear her otaku cousin's meaningful words. It's not like she actually takes fighting games seriously in the first place!​


Alt Costume(s)

Yutaka's normal costume is the Sailor Uniform for winter, which is Red Team by default. You can also have the Blue Sailor Uniform for summer if you want the blue team, but whatever you do just don't pick green because there is none! Aside from that one, in reality there are too many alt costumes for Yutaka to count; if I tried to list all of them it'd be reeeeeeally long.​





Puella Magi Madoka Magica? How about Puella Magi Yutaka Magica!? This is a special costume that Yutaka will be granted if she (involuntarily) makes a contract with a certain white-haired stupid cat. No magic or weapons are actually included in the bundle, but dam does it look cute on her or what!? If Yutaka manages to defeat Kyubey in a 1v1 match (which isn't actually impossible or even all that hard in the first place, just spam the Dash Attack!), this costume will be hers to use whenever she wants!​


Snake Codec Taunt

:snakebrawl: Otacon, there's a cute little red-haired anime girl wandering around here aimlessly...

:drshrug: Snake, I know about countless anime girls who could fit the vague description you gave me, but if one had to come to mind before any other, it'd definitely be Yutaka Kobayakawa.

:snakebrawl: Lemme guess, she's one of those Puella Magi that's all the rage these days?

:drfacepalm: Nope.

:snakebrawl: Then I'm guessing she's one of those disabled Katawa Shoujo who can't fight for crap?

:drfacepalm: Wrong again.

:snakebrawl: Okay then I'm guessing she's just an ordinary girl...

:drflip: Bingo! Yutaka Kobayakawa is an ordinary girl with no magical abilities whatsoever that people think are impossible to implement in Super Smash Bros Brawl for some crazy reason.

:snakebrawl: But aren't I in this game? I mean, I don't have any magical abilities whatsoever. (though I totally wish I did)

:dr^_^: Actually Snake, you have props such as grenades, rocket launchers and landmines which apparently make you the third heaviest character in Brawl for some utterly incoherent reason. That girl over there's got nothing on you.

:snakebrawl: That's nice. Thanks for the vaguely under-detailed advice.

:drohyou: Just be careful Snake. This is Brawl, or should I say Make Your Move, where a character's power level doesn't mean jack unless they're designed exclusively as a Boss Moveset or one of those random overpowered jokesets that have all but died out (thankfully!). Hell, we have ridiculously overpowered as hell characters like Thanos, Yukari Yakumo and Arceus brawling it out on the same level as YOU and Yutaka, which in fact allows you the chance to kick the crap out of them!

:snakebrawl: Actually, it'd be pretty hilarious to see Yutaka beat up someone like that. I'd lol, and probably record it in the process.

:dr^_^: I would too Snake, I would too. Just makes sure you don't get your arse kicked by Yutaka.

:snakebrawl: Awww hell no!


[/COLLAPSE]








 
D

Deleted member

Guest
MYMini Entry! (:O)


Continuing is Painful

Player: Anyone (3 Stock)
Opponent(s): Valozarg, Kang, Flying Dutchman (2 Stock)
Stage: Battlefield (Melee)
Timed?: No
Description: "Three bosses, and as you weaken, they get stronger"
Reward?: Battlefield (Melee)

It's you against three boss characters. That by itself is fairly bad. At least you have three lives...

But WAIT! Each someone loses one of their lives, all of your remaining opponents get a little stronger, a little heavier, and a little faster. If that weren't bad enough, your character also gets slower, lighter, and weaker.

Good luck, cause you're gonna need it.


Holy crap Baron actually posted something that isn't a random comment!
:O
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
MYmini #3


Play As: King Dedede
Play Against: Kirby, Meta Knight
Stage: Halberd
Match Type: Stock (1)
Description: This boring old Star Warrior sword fight could use something new. Like a penguin...with a hammer!

The match begins with you nowhere in sight. A sword that looks like a non-glowing Beam Sword appears in the center of the stage. After Kirby grabs it, Meta Knight will begin fighting him. After a few seconds of their fighting, you'll drop from the top of the screen, and a three-way free-for-all ensues. Your objective is not only to win, but to score the KO on both of your opponents. If either of them KOs the other, you will automatically fail.​
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
MacGuffin


The name may not give any indication, but it essentially describes an object used to fuel a plot, with FOUR items being used in this case for what is more or less a Dismantled MacGuffin.

Take four of the most infamous MacGuffins of MYM11: the Slab, the Soul Shredder, the Talisman and Rirattanu, put all 4 of them in a room and you've got yourself one hell of a battle...oh, and did I mention that all four of these items are actually catalysts that, when combined together, form the unholy Black Box, which itself will bring about the end of the world; player, you've got yourself quite a lot of responsibilities here.

The battle takes place inside the altar of a large Church of sorts that's as large as the Bridge of Eldin stage, with King Ramses, Fright Knight, Dr. Facilier and Ayano Minegishi all being present and holding their respective items whilst being a fair distance away from each other. You'll quickly notice that 3 of these characters have quite a bit in common with each other in that they're all from American Animation (albeit made by different American peeps), are male antagonists, and all got into the MYMXI Top 50 irrelevantly enough: Ayano, on the other hand, is an lightweight female protagonist anime character who is seen but not heard due to how incredibly passive she is.

Scenario-wise, the 3 villains had joined forces (mostly due to Dr. Facilier egging the other two on) in order to awaken the Black Box and use its powers to become Gods, something they had been hesitant to do beforehand due to not knowing the whereabouts of Rirattanu, the MacGuffin said to grant its genuine owner infinite power when they become angry; due to its nature, the villains could not risk to attack Ayano directly so they instead convinced her to join their cause by promising her power that would break her endless cycle of passiveness (all her friends had become Magical Girls, but she could not benefit from such a thing due to not having any attacks to buff in the first place). Eventually, all 3 villains and Ayano arrived at the Black Altar where the ritual would take place, all cool with the procedures; once the ritual began however via a giant tiki head popping up, it told the holders that only one of them would be able to obtain the power of the black box, which caused the 3 villains to suddenly turn against each other as their lust for power quickly rose. Ayano then realized just how scary having power is, as well as how much danger the world would be in if any of the 3 villains were allowed to obtain the power of the Black Box: with that, she knew she had to stop the 3 of them and save the world, even if it meant losing her toy in the process...​

For this Event Match (BGM), each character has a single stock, with you playing as Ayano in a FFA Match quite similar to the prelude match you play in Brawl Classic Mode before fighting against Master Hand. You'll always start off on the left-hand corner of the stage, with your villainous adversaries being positioned in random locations that vary with each attempt of the Event, where, for the most part, the villains will actually act rationally and simply attack each other rather than Ayano due to the fact that she not only has no way of being able to attack them in the first place but can become the biggest threat in the match if her Rirattanu is damaged by any of them, which is essentially an instant win...the Event itself is not an instant win on the other hand, as any item thrown off the side of the screen will warp to the other side rather than being destroyed, which prevents any of the 4 item's respawning or destruction mechanics from activating; note that in Facilier's case, this thankfully means his Talisman is completely impossible to destroy, but can still be knocked off him and HAS to be in the first place unlike the other 3 character's items...

The Event Match has a bit of a special twist to it regarding Facilier's Talisman, but only regarding the tiki head that would've otherwise appeared in said set: you see, said head will be set in the middle of the stage in the background, where it will constantly eye the characters from time to time. It serves no real purpose, that is, until a character throws the Talisman or Rirattanu in its mouth and makes it eat it, which will cause you an instant Game Over if the lateral item was thrown in. Facilier, on the other hand, is able to function normally even without his item.

I should mention the specific nature of the 3 villains' Specials and how they interact with Ayano's Rirattanu on a more competent level than what they usually would. While King Ramses will never attempt to create a flood due to the fact that the water would automatically damage the toy, he's still able to use locusts to in fact retrieve any of the treasures and bring them to his possession, even if the item in question was being held by another character aside from Facilier's attached Talisman. Meanwhile, Fright Knight's Ecto-Storm will never hit the area Rirattanu's in with its lightning bolts, while his and Facilier's minions will never attempt to trample over Rirattanu due to their instincts taking over in fear of what would happen if the stepped on the toy; rather, BOTH these minions will grab hold of Rirattanu and even Ayano in order to take her toy or any item she happens to be holding in order to retrieve it to their master or throw it into the tiki's mouth if the item was Rirattanu.

Effectively speaking, Ayano has a lot going against her given that she's forced to fight against 3 villains with immense stage-controlling power in one way or another and has absolutely no way to fight back against them. She does have an advantage over them however in that she can use her Down Special in order to be able to hold two items, with the one being stored being impossible for the locusts to take from her and the villains generally being forced to hold her for the entire time in order to take her item off her; should this occur while another villain or their minion is vacant they'll end up ganging up on their fellow villain and attacking them from behind, so storing Rirattanu at the start of the match is generally a very good strategy. And without an item in hand, Ayano will be able to take some tofu or green tea to consume, which gives her great endurance and the former being able to take advantage of the FFA chaos to force enemies to be held by you for longer and make them more prone to being attacked by another enemy. If you don't do that however, you could easily try to grab your enemy's item and use it for yourself if its on the floor; note that if Ayano would somehow end up with Fright Knight's Soul Shredder she'll actually be able to use it to attack the other enemies and, Haruhi forbid, KO them without her toy - her attacks are cute, but weak and clumsy, but still following the proper laws of the Soul Shredder's attacks albeit for Ayano's own style. Oh, and by the way, while the other villains are able to seal Fright Knight away in his own sword and will actively try to, making themselves look like douchebags in the process despite how long it takes, Ayano is not able to do the same with the sword. Why? Because she doesn't know English! That, and I totes can't understand her resorting to an American script to defeat her foes when she can kick their butts.

For the most part Ayano will essentially be a spectator, while the villains fight among themselves, to which Ayano can simply heal off any damage she takes with her Rirattanu like it was nothing, so she's fairly safe for the most part. One two of the villains have been dispatched or if one of them is vacant and near Ayano however, they'll try to attack and take her Rirattanu off her for a Game Over which they can do quite easily given how slow she is, though to be fair, the other villains are just as slow. Before that however you'll essentially be watching a show, albeit one you can actually interfere with through the use of your green tea and tofu: any vacant villains near you will in fact take your food and eat it to heal themselves, if only for their own benefit and not because they're nice. Note that they'll only try and eat/drink your food if they've got time to do so, though the fact that they'll actually take your green tea off you means they'll be occupied for quite a long time, and once attacked by another villain you'll have yourself a nice puddle. What you want however is to "support" one the villains in their fight by healing off any damage they'd take, preferably not Fright Knight, as you'll want to use his sword against the last remaining character and he's bloody impossible to kill; if he's not the last villain standing, you'll have to fight either Facilier or Ramses, with the former being difficult to kill and combo you to hell while the latter is able to screw you over with his ear worm disc and effectively take your items on a whim with his locusts, though he's a lightweight and will go down easily if you use the Soul Shredder to kill him. If you really want to get active in the match however, you could jump into the middle of the battle with Rirattanu in hand and hope one of the villains ends up damaging him, but if they weren't in the middle of one of their attacks they'll stop and instead try to grab you, with the other villains being smart enough not to attack their cohort from behind if Rirattanu would otherwise fall into a puddle.

Oh, and by the way, items will in fact spawn during the match, albeit at a low rate, so if you can't get Fright Knight's Soul Shredder the next best thing is to hope for an item that will help Ayano defeat the final villain and save the world! Winning this Event Match will automatically unlock Ayano if for some reason you didn't end up playing the Anime Route of MY Classic Mode (the classic mode of MYM that allows you to take different routes to fight different characters based on different categories of tropes such as Anime, Video Games, Visual Novels and what not) and unlocking her from there, while you'll be forced to fight one of the 3 villains at random if you don't already have them on your game, though you can choose to skip out this option if you're like me and would prefer not to have them infecting your game with their Westerny drawn anima. Also, you'll get all four items, Slab, Soul Shredder, the Talisman, and Rirattanu as special items which can and will spawn during a match, whereupon a rather imposing SE will play whenever one appears. Each item acts as they would for their individual master, except here none of them will respawn once destroyed: a player holding the Soul Shredder can use B to use Ecto-Storm, while a player holding the Talisman has their B move replaced with Facilier's summon, and best of all anybody who picks up Rirattanu can and will be able to get angry if it's damaged or destroyed! You do NOT want the last item spawning in a match, though thankfully it will only give it's effect to female anime characters and nobody else; likewise, only American characters are able to Facilier's talisman and Ecto-Storm.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Monumental Theft



Play As: Wario
Play Against: Too many to list in one line
Stage: Quite a few, but there aren't any breaks between them
Match Type: Stock (5)
Description: This is his biggest heist yet! It must be if he needs all of these parts!

"As much as it would be cool to break into Fort Knox and steal all the gold inside, swipe a priceless Monet from Orsay museum, or abscond with a rare blue rose, it's just not enough. For a theft to qualify as a Monumental Theft, it has to be harder. Such as stealing Fort Knox itself, or the artist Monet, or even the color blue."



WA HA! A crime that'll get me more famous than I already am? Sounds like the perfect plan for me! But what am I gonna do that's gonna be THAT big? Well, the first thing I'm gonna need is some help!



Look at all these discarded Poke Balls! Stupid trainers leaving 'em around like that... hey, maybe if I "borrow" some for my plan, I can gather up my own little horde of minions! That sounds absolutely genius! All I really need to do is Chomp six or seven of them as they drop, then I'll be all set for the rest of the heist! In fact, it'd probably be best if I didn't take any breaks! WA HA H-



Looks like one of those trainers isn't too excited to see me ste- I mean, BORROWING, some of these Pokemon. What's his deal, huh? They aren't even his. Oh well, as long as I can Chomp on a couple of these Poke Balls, I can skedaddle as quickly as I came!


=-=-=-=-=-=-=-=-=-=-=

Alright, that should be enough minions for the plan... speaking of which, what's the plan?

... Never mind THAT, where am I gonna get all the funding? I'm gonna have to sell spare parts, but where will I-




Of course! I'm such a genius! All I need to do is knock a couple of those carts, probably five of them, off the track! That way I can gather up the parts so I can sell them for later! It's foolproof! I just need to- wait a second, what's that noi-



Oh great, it's that goody two-shoes Mario and his brother... what's his name again?



... Riiiight... at any rate, if I can get around these two long enough to get all the parts I need, I can get outta here! I hate cart racing anyway, I'm only ever in them because I feel THAT damn bad for Waluigi! It doesn't look like those plumbers will be letting up any time soon, either!

=-=-=-=-=-=-=-=-=-=-=



WA HA HA HA HA! MONEY MONEY MONEY MONEY! That pawn guy sure sold me a bunch for those measly cart parts! I'm also glad he didn't notice all those parts were BUSTED! By ME! So it's really ALL HIS LOSS! WA HA HA HA! ... Now what do I spend all this money on?



I can help ya out. Gimme everything you've got and I can guarantee you'll have more than enough resources to carry out whatever you need.

HA! You think I'm gonna trust some furry in a spacesuit? Absolutely no-



... WHAAAT?!? Why didn't you tell me any sooner! Look at all those futuristic items lying around!

There's a catch. You're gonna help me take out the morons that are defending it. But I'm gonna need ya to distract them for about a minute and a half while my boys take out the cruiser's reinforcements.





You make it sound like this'll be difficult! Now hurry it up, this bird guy is starting to make me hungry!

=-=-=-=-=-=-=-=-=-=-=



WA HA HA HA HA HA HA! LOOK! THIS IS AWESOME! THEY HAD A FREAKING TANK INSIDE THAT SHIP! There's no way I can fail with this baby! Now, ignition ON!

..........

Out of gas? OUT OF GAS?!? THIS THING'S A CYBER TANK, HOW THE HELL CAN IT BE OUT OF GAS?!? I'd go buy some more but I spent it all on that guy with the fursuit! And the Mario Kart Group has a restraining order on me! Maybe I should look somewhere else?



I suppose that's an innocent looking target- a ship like that is BOUND to have some fuel inside of it! Maybe if I change the rigging... ah ha! There we go, it should take a good two minutes for it to get back to my hideout! Now to sit back, relax, and-



What do you idiots want? And why are there three of you? ... This is YOUR ship? Sorry, bub, but I don't see your name on it! And if that's the case, finder's keepers you *******! ACK, THEY'VE GOT SWORDS! Gotta avoid 'em until I get back to base! Then my minions can take care of them!

=-=-=-=-=-=-=-=-=-=-=

HA HA! That worked out splendidly! Now I've got fuel for my tank, minions at my behest, and a GODDAMN BATTLE TANK! There's nothing that can possibly stop me now!

..........

Wait, what was my plan again?

....................

I'VE GOT IT! I'M GONNA ROB...
I ain't telling you yet!

But I'm gonna need more than this... Lemme think, that pink marshmallow always went after that masked bat ******... and that bat ****** owns a ship! Yeah, I can take that too!



Looks like I'm a little late to the party! Good thing these two are distracted in a sword fight! But why is there a penguin there? Oh well, it doesn't matter, as long as I can steal this ship without attracting their attentio-







Well, that's just great. Good thing I gave my minions orders to hijack the ship's controls! Now if they can get this thing back onto the ground- it started off in the air you see- they can help me overcome these twerps in no time!


=-=-=-=-=-=-=-=-=-=-=

Man, look at all these cool-looking thingamajigs! Especially this weird ray-looking thing... I wonder what it does? Hey, you, yellow rat! Stand still and lemme shoot ya with-





AAAAACK! THIS THING JUST GOT HUGE! And so did all my other sla- I mean, "helpers"! I'm gonna have to take this one rat out before he gives the others any ideas!



Wario Man time! While I'm thankful for my minion's newfound spirit, I'll have to put it to rest for now, and fast! With a rat this defiant, it'll no doubt give everyone else the same idea! And I might be Wario Man, but I'm not Wario MEN! Gimme ten seconds to put this thing down and I'll quell a rebellion!


=-=-=-=-=-=-=-=-=-=-=

Even though I *huff* disagreed with that Pikachu's business practices, at least I've got everyone else under control... but where are we now?



HEAVEN?!? WE'RE IN HEAVEN?!?

..........

THIS IS IT! WE'RE GONNA STEAL HEAVEN RIGHT UNDER GOD'S NOSE! It's ingenious, it really is! All I've gotta do is ask (See: force) politely (See: forcefully) that kid with the funky-looking brown hair to, uh, point me in the right direction.



What's that? You're gonna stop me?!? Ha, yeah right. You and what army?



... Oh... that's a good army. Well, at least I've got that yellow rat fighting by my side, even if he's back to his normal size. And all I gotta do is take down that angel kid one time... but these constant soldiers are REALLY STARTING TO ANNOY ME!!!

=-=-=-=-=-=-=-=-=-=-=



WA HA HA HAAAAA! I'M RICH! RIIIIICH! I KNEW THIS WAS A GOOD IDEA, RIGHT FROM THE BEGINNING! STEALING HEAVEN WAS COMPLETELY WORTH IT! Although, I still think there's one more thing we could try doing...



Ya see that? Remember it? How you hated it so much? Well guess what we're gonna do with THIS:

[COLLAPSE="GUESS WHAT WE'RE GONNA DO WITH IT"]


"WE'RE GONNA RIDE THIS THING STRAIGHT INTO THE GREAT MAZE, AND PICK UP EVERY SINGLE TROPHY, STICKER, OR SONG THAT DROPS! AND THERE'LL BE PLENTY OF 'EM! I'll consider it payment for going through all of this garbage!

... Then again, I AM technically God now.[/COLLAPSE]
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
DISNEY RUMBLE

Before I attack this set directly, yes, the intentional genericness serves its’ purpose to a degree for Disney Rumble. He’s a spacer who attempts to push foes towards his single trap. It’s but a single trap, though, and the Specials are all fairly useful by themselves, save for perhaps the disarm which is again better in the Disney Rumble context.

Said disarm isn’t the only thing that feels bad when the set’s transitioned over, though. The lack of throws (He doesn’t have a directional one, only able to walk around with the enemy) and dashing attack are most obvious, and in combination with no Final Smash or Playstyle Summary leaves a sour taste in one’s mouth. The differing shield mechanics for a character as random as this also feel rather forced when taken out of context, and more importantly turn Hook’s formerly impressive fsmash into something much more awkward and gimmicky in Smash Bros. No recovery also sticks out rather awkwardly in Smash Bros. When I post any of my own Disney Rumble sets, I’m going to be posting them under the assumptions of Smash Bros mechanics and actually edit them for it, most obviously adding in the missing inputs.

As far as Hook’s characterization, it’s better that he has less presents, yes, but the focus of the set is still forcing foes towards the presents, which feels a tad awkward for Hook. It would’ve been nice to see Tick Tock Croc in some way, though to be fair it couldn’t be under his command in any fashion and a negative mechanic would probably make the set among your tackiest.

Rankings are up.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Oh dear god I'm commenting. First up is Naoto Shirogami by wrk: happy to see you making stuff again. Naoto's a pretty cool gu-girl from Persona 4, a game I picked up yesterday. Looking forward to playing that. Anyway, Naoto takes a rather direct approach to the whole partner, with her Persona sticking by her Ice Climber-style until manually desynced. I'd say that Naoto's generally flexibility and in-smashness works well here, maintaining a nice and restrained in-smash feel. Her gun attacks give her the range and speed to really help protect Sakuna, and the up special can be used as a simplistic, but useful mindgame.

But honestly, I see little reason to have Sakuna even go out on her own. First of all she is put out of commission for a while if attacked at all (does flinching count as 'any knockback'? You should specify that). Sakuna's solo attacks are generally pretty useless: maybe you could just set her up in the air and spam dair. Aside from setting up for combos, Naoto is far more powerful with Sakuna by her side. Sakuna can't "die" and gives Naota access to her powerful smashes. Combine that with Naoto's range and the side special and you have a character that's very hard to approach and can deal a bunch of damage up close too. And that third jump actually makes Naoto a godly gimper: maybe you should make it possible for the pair to be forcibly separated. I also don't really like how most of the attack commands you can give solo Sakuna are aerials. Sure Naoto will spend a fair amount of time in the air, but to me it's rather illogical to put most of them on the aerials when you can put them on specials (or give those smash inputs a reason to exist when they're desynced). While I do like the punishing of defensive move that the grab provides, I think it should at least push away foes who aren't shielding or rolling and have better wiff recovery.

So ultimately this set does some good things, but is held back by a mix of balance issues with solo Sakuna being underpowered and the synced pair being OVERpowered, as well as somewhat iffy handling of the mechanic (I think you should be able to stop Sakuna when she is rushing back towards you to resposition her). I'll be looking forward to the next one, Wrk.

More comments later, when I feel like reading more.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Kits can also half-a$$ his minis!

The Ugly Barnacle



Play As: Steven Stone's Cradily
Play Against: Hook, Yutaka, & Veran (really it doesn't even matter)
Stage: Custom Stage #161,240,289
Match Type: Flower 3:00 Minute Stock (1)
Description: Once there was an ugly barnacle. He was so ugly that everyone died. The end.


Well, guess what? You are playing a character that can barely move if at all at the edge of the custom stage. And your master Steven is on a different platform, so you can't just switch to another one of his pokemon. Worst of all, your computer opponents are not going to even come close to you, much less attack. It's as if they have seen something so disturbing that chaos has ensued. What's a poor barnacle pokemon to do?

Hey, look at all these soccer balls appearing on the stage. Cradily can't reach them in the platform he's in, but the others are now beating themselves with those items... and now they are only using their weakest moves to attack each other? The world is coming to an end.

Now your opponents are just standing there... why? Wait, what's that on the edge of the platform? Le gasp, it's a soccer ball. Quick, go hit it with your most powerful attack. Maybe you can start a chain reaction to win the match. It's either that or lose by letting the time run out.

You did it! You won the match. There must be great reward for wasting almost three minutes of your life, right? Actually there's no reward whatsoever. That didn't help at all!​

What is WRONG with you people?! Afraid to look ugliness in the face?! Well, HERE! LOOK AT IT!!! IT'S UGLY, ISN'T IT?!?! YOU LOOK AT IT, YOU LOOK AT IT, LOOK AT IT!! LOOK AT IT!!! I WANT AAALL OF YOU TO LOOK AT IT!!!!!
(because no one remembers special brawls anymore)
 

lordvaati

Smash Master
Joined
Jul 7, 2006
Messages
3,148
Location
Seattle, WA
Switch FC
SW-4918-2392-4599
SENTINEL



One of the most infamous characters in Marvel vs Capcom, the big Robotic terror has made it's way to Smash!!

Stats

Size: 10/10- he is the largest character in the game. compared to others, it would be about 13/10(around the same size as Mario doing his taunt).

Weight: 10/10-same scenario as above, only comparison wise it's about 12/10. overall weight is around 145%.

Falling speed: 8.5/10
walk speed: 2/10
dash speed:7/10
power: 9/10
1st jump: 3/10
2nd jump:5/10

Sentinel, like Peach, has the ability to float.

costumes:
1. his basic MvC alt

2.Mark I Sentinel costume from the comics and 90's TV series



3. REPUBLIC OF BLACK SENTINEL alt(lol)

4. oh you know this one....


Normals

Neutral attack: a variant of his Light-medium punch combo from MvC2, he punches twice, with the second punch extending for a third hit if the first 2 connect. 1st 2 hits do 3% and the 3rd does 6%.

Down tilt: Crouched, Sentinel does it's twin sweepkick with both feet, with minor vertical knockback. 5% per foot.

Up Tilt: his heavy Kick from the games, sometimes called the Chuck Norris Kick, Sentinel does a rising kick upwards in the air. contact with the foot launches the enemy upwards which could allow for setups. the kick creates a trail of small explosions that do 6% damage and little knockback. the actual foot deals 15% damage.

Forward tilt: his medium punch from COTA. sentinel's arms open up and fire 2 missiles in a diaganal downwards motion. the tilt functions as a projectile, but the missiles are easily destroyed by other projectiles. ech missile deals 5% damage with moderate knockback.

Aerials

Neutral air: straight from COTA, Sentinel's Buzzsaw kick. as the name states, one of his leges open up while he is in a sex kick motion and a Giant Buzzsaw comes out. contact with the move produces a suction effect, which draws the opponent in for additional hits. each hit does 2% damage, for a total of up to 28% damage.

Forward: Sent reaches out of his back and smacks the opponent with this..... thing.


not really sure whaat it is honestly, but it looks like an axe. some people jokingly refer to it as a frying pan. for a better part of my life, when he did it it came out fo fast I thought he was flipping you off. ANYWAY, the Fair comes out quite fast, covers a good distance, and contact with the part near the handle has spiking properties. 17% damage.

Back: sentinel activates his back thrusters, which cover a short distance but burn the opponent. like his Nair it also has suction properties. 2% each hit, for a max of 20% damage.

Up: Sentinel Launches it's foot up in the air in a diagonally upward motion in front of him. due to his immense size and s***** jumping range, it could be used as a shorthop-anti air effectively. contact with the leg pat deals fair knockback and 13% damage. however, contact with tthe spiked Boot deals a more notable 26% damage with great knockback.


Down: his light aerial punch from MvC2. he throws a downward punch to the ground and large bladed gauntlets come out. contact with the actual baldes do 18% damage with vertical knockback, but getting hit by the actual fist deals 9% damage with spiking properties.

Grabs

a minor note: Sentinel's grab range is very short, but the throws he performs make up for it with their immense power.

Pummel: sentinel squeezes onto the enemy with it's hands. 4% per hit.

Forward: His throw from MvC2. Sentinel Rocket punches the opponent away a set distance. the throw distance is great, which could allow setups, and it's propwerties make it so that if done next to a wall it can do Wall combos(ex. Fthrow>bounce>Utilt> SH>Uair. or something like that.)

Up:


his grab attack from COTA and MvC3. He holds the enemy above his head and launches them off in an explosive palm shot. 15% damage, great knockback, with potential to KO at 105% or higher.

Down. holding onto them, he elctrocutes them then slams them on the ground. 13% damage, minimal knockback, but if timed could CG larger opponents.

Back: sentinel reverts his arms over his Back holding onto theopponent, then burns them with his back thrusters before dropping them to the ground. does HORRIBLE knockback( worst Dthrow in the game), but does 17% damage, making it the strongest of the 4 throws.


Smashes-Rocket Punch



all 3 of Sentinels Smashes are Variants of his Rocket punch attack from the MvC games. when tapped, the distance it shoots is very short, and barely has knockback potential. however, when fully charged, Rocket punch will shoot across the stage; lenghtwise, the Forward Rocket Punch can extend the distance of 1/4 of Final destination when fully charged. I will now go into more full detail of each one.

Up: the Diaganal upwards rocket Punch. due to it's angle, it's not so useful as a killing move, but moreso as an anti- air- a fully charged variant can be used to hit opponents leaping in or on higher platforms. it also is at full power the 2nd longest ranged Upsmash in the game(snakes mortar beng tops).

down: Diaganal downwards Rocket Punch. can be used on a platform to hit an enemy on the ground in front of sentinel. knockback shoots opponent upwards(much like in the Mvc games) which can allow for setups.

Forward: straight Rocket punch. at full power, longest ranged FSmash in the game, with immense knock back(arguably the best). however, it is a double-edged sword-most characters around Mario's size class, or characters with good cruches like snake and Sheik, can simply duck under the FSmash, making it whiff easy. Kirby and olimar the Smallest characters in the game, actually are under the Hitbox of the FSmash, making it go over their heads standing. this move should only be used when a hit is guaranteed.

all 3 smashes deal anywhere between 13-25% damage depending on how long they are charged.




Specials

Neutral B-Plasma Storm


Sentinel Charges up an orb oof energy in front of himself and then unleashes it's power. if the B button is tapped, the orb will be tiny(about the size of a Yoshi egg.) when fully charged(about 8 seconds of power), the orb will be immense, in front of at least half of Sentinel's body. it has a suction effect that lasts for 2 seconds of hitting. using the sheild can store energy for further charging. uncharged, it does 1% per hit for 5% total. Fully, it is 4% for 20% total.

Side Special-Mouth Laser

git yo **** spit on, b****!!!

*ahem*

anyway, this is his Heavy punch projectile from the Mvc games. while infamous there, it is a high risk, high reward move here. Sentinel crouches down and then opens it's mouth to fire a laser at the opponent. the buildup is VERY slow, as the crouching is slow and then he momentarily charges the beam for a second before firing. but it has benefits as well-during the crouching frames, Sentinel Gains Super Armor, which assists in getting the move out. when he beam fires, it goes across the screen, and is a high priority move that beats every other projectile in the game. it also is immune to Rflector attacks, however ness and Lucas can still absorb energy from it, and sheilds can still hold. the knockback is little, and the move does 6% damage, so it's good for poking at a distance and stopping projectiles , so defense rether then offense.

Up Special-Hard Drive
Sentinel does a rushing attack in the air, Charging froward in a boost, much like the MvC2 incarnation of this move. covers good Horizontal range, little vertical range, and hits multiple times-similar to DK's Up special. holding the control stick can allow him to gain (very)slight vertical height when held that way.does 3% per hit, for a total of 18% damage.

Down Special-Belly Flop


sentinel's most absurd attack ever, the Belly Flop from COYA. the properties are similar to Bowser's Bowser Bomb- he leaps in the air, and then does a spinning flop to the ground. while falling, he gains super Armor, but has none on impact nor at the beginning of the jump, so be careful. getting hit while he spins in the air does 9% damage with little knockback, but if you are hit when he lands on you....oy. 22% damage, extreame knockback. the move is kninda slow, however, so no Worries.

Final Smash: Sentinel Force

......wrong force.


yeah. Now you didn't think I would forget Sent's most (in)famous attack, now did you?

however, unlike the MvC version, where armies of drones come out in fast successsion, allowing resets, this ones a little different. first, Sentinel Flies off in the corner, protected by an invincible barrier, and then starts summoning drones like no tomorrow. heres how they operate:

-hitting the A buttoun summons a drone to the field. up to 4 drones can be ummoned at a time.
-tilting the control stick controls the directional path the drones fly on.
-hittiong the B button allows the drones to drop miniature bombs. the bombs do around 3% damage with minmal knockback.
-each drone has around 9% hp, similar to pikmin. when damaged, they explode, allowing you to summon another one.
when a drone hits a target, it explodes and does 14% damage with moderate knockback.
this FS lasts for about 12 seconds: afterwards, sent returns to the stage.


Taunts
up: sentinel looks like it's Malfunctioning, similar it it's dizzy animation from MvC.
side: sent's taunt from MvC, he slams his fists together and fires off electric energy.
down: crouching, Snt Opens it's Mouth and says "destroy!" it looks similar to his side special, so this could be used for fakeout tactics.

Character Overview

with a first look at this set, Sent can seem pretty intimidating-huge power attacks, great range on most moves(namely aerials) , and strong throws. several of his moves give him super Armor, a la Yoshi's 2nd jump-but hehas as many benefits as weaknesses.

While being the heaviest character in the game has it's benefits, it's also partially hindered by a fast falling speed and mediocre jumps, which means that if he is knocked off stage, he's in trouble, especially from meteors, which acn strike easily due to his immense size. he does have some remedies- he has floating abilities, similar to Peach, which in turn can allow the use of his aerials. his Up special also covers horizontal distanceandis difficult to interrupt, as well. all in all though, his recovery tools rankin an average to poor class, especially compared to the rest of the cast.

Sentinel's hardest times are mostly against projectile characters-they can poke at him to setupfor akilling Blow. Olimar especially has an edge, as he can actually casually avoid Most of sent's moves and rack up damage quickly with his pikmin. He'snot totally helpless, though- a huge body also means a huge sheild, his Mouth laser has the highest Priority of all projectiles, his aerials and Smashes all cover great range.

in the End, sent is a character of extremes-he has the tools to end Matches quickly, though a slip up can turn his advantages against him.​
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Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Santa Claus


Santa is pretty much the big mascot for Christmas, a big jolly fat man who carries around a sack of presents that he delivers to little boys and girls. Alright seriously who here honestly does not know who Santa Claus is. And for that matter, who here doesn't love him? He brought you toys when you were little and you gave him cookies for it and it was awesome. And you tell me "my family didn't have Santa bring us presents." Well that absolutely confirms you have no childhood.

Stats
Weight: 9
Size: 8
Fall Speed: 8
Aerial Movement: 6
Traction: 5
Ground Movement: 3
Jumps: 2

As you can see, Santa is a pretty heavy guy, who also moves through the air pretty quickly. Not a whole lot else to say... except he carries around a huge sack on his back, which is empty and does nothing right now. But obviously we're gonna go fill it with toys right?

Specials

Neutral Special​

Santa calls over a small elf helper from out of nowhere, about the height of Kirby and incredibly thin. Elves are fairly frail with 15 stamina, and won't attack opponents. Rather, they will attempt to run away from foes when they come within a stage builder block. Mind you they only run at Ganondorf's dash speed so it's pretty easy to hunt them down and dispatch them. Elves take .75 seconds to summon, and you can have up to 6 out on stage at a time.

When you pick up the Santa cosplay you will, by default, have 2 of these elves summoned alongside you. Use this to call out more if you wish.

Side Special

Santa points towards the nearest elf, who sits down and begins working on some sort of project for the next 4 seconds, its back turned to the camera. After the 4 seconds are up, the elf will turn back towards the camera, holding a small rubber bouncy ball. The elf will hold on to the bouncy ball until Santa comes up to him, after which he will hand it over. If the foe kills the elf, the elf will drop the bouncy ball, which can be picked up by the foe.

The bouncy ball serves as a throwing item, which deals 6% and a flinch on contact with a foe and bounces off in the opposite direction it hit them from. It will also bounce off walls or floors, dealing an additional 3% and more hitstun for each time it has bounced off a wall or foe when it hits a foe again. Santa and his elves can also be hit by this as well and takes damage from it, but obviously you have ways of preventing this from happening. Note that with this and all of your other specials, if you have no elves out this will just function exactly like your Neutral Special.

Up Special

Santa takes the bag of toys he's carrying of his shoulders, laying it out in front of him. If one of the toys Santa made comes into contact with the front of his bag, the toy will be placed inside. You can also press grab while carrying any of them to store the toy inside. For that matter, you can also put other items inside the bag as well. Either way, each small item(ie the Bouncy Balls) will increase Santa's weight by 0.5 and the larger items(ie the Train) will increase it by 1, due to the sack being much heavier. The sack will also increase in size with each stored item.

In midair, Santa will place his fingers to the side of his nose, sending him skyward 5 Ganondorfs.

Down Special

As usual, Santa orders the nearest elf to start working on a toy, creating this one in 7 seconds. This time, the toy is a train, which the elf will drop on the ground. The train is about the height of Kirby and the width of Bowser, god knows how the elf managed to hide it from everyone. The train will then travel forwards at half Ganondorf's dash speed, dealing 8% and average upwards knockback to foes that come into contact with it. The train will stop in place upon coming in contact with a wall or Santa. Santa can pick up the train like a crate and set it down so that it moves in the opposite direction. The train has 45 stamina, and after the damage is done it will break down and disappear. Also note that Bouncy Balls will in fact bounce off the train if they come into contact with it.
 
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Night’s End Sorcerer feels a lot more consistent as a moveset than Scizor, but you still need to work on your structure to take advantage of your full talent. You have a genuinely great mechanic in the wisps – I haven’t seen a minion pulled off like this before, with the overlapping and easy positioning this naturally entails. The interactions with the wisps are awkward, though – the down special is far too big of a shortcut when otherwise the wisps are dealt with so softly. The other moves that interact with them directly just seem random, in that they aren’t especially important inputs, and yet have important interactions that wouldn’t be that useful in a match if Sorcerer is in the position to use them. Aside from the wisp interactions, you have a good amount of moves that work into making Sorcerer “versatile” and would make him a competitive character to play, but these don’t denote any unique traits of the character, so largely come off as a forced approach to filling up inputs. That may seem like a lot of criticism, but you have plenty of positive elements to your moveset making that others have already covered. Handling these problems would help take you to the next level.

There’s no question that Doc Scratch has great characterisation. At first glance, he plays like a whimsical pacifist who is merely standing idle, or cleaning any of that tacky goop from the stage. From here, his advances become apparent only by the opponent’s own machinations as they try to break through to Doc Scratch, inevitably hitting up against his defences. It’s satisfying to imagine, and with the combination of his very fitting mindgaming of lacking attack animations for many of his set-ups, it’s very cool to see him trapping the opponent without them even knowing it. Some may say this comes down to a bit of a guessing game… but that’s sort of what happens in competitive fighting games anyway. The challenge here is filling up inputs at all, and you’re able to do that quite gracefully. I do feel like you went a bit overboard at times, though – that down throw isn’t needed, and I like the side special but it isn’t taken advantage of in the set besides giving more, or differing amounts of space for setting up and more mindgame shenanigans. The broom is used so much that it comes off as Scratch’s signature weapon or something. The good easily outweighs the bad, though, and combined with how enjoyable the set is to read, it’s one of my favourite sets posted so far in this contest.

Fibrizo immediately is far more appealing than Agiri due to the writing style being greatly improved. It's not perfect, but that it's this much shorter makes the set far easier to understand and process. You definitely captured the feel of the character well here – he brings absolute anarchy to the match, flooding it with hitboxes, hell-ish status effects and the like, while siphoning the pressure of the match with his neutral special. It's hard not to love the combined soft interactions of many of the overly creative moves – stuff like purely destroying the stage, turning it into a minefield alongside your other projectiles and all the while, forcing your opponent to attack you because of the neutral special is pretty brilliant. Where the set is less brilliant is in its overuse of stun on opponents, effectively taking them out of the match entirely, and Fibrizo does this with such ease that it barely requires thought. I also didn't like the tacked on notion of having to attack Fibrizo himself to disable a lot of his status effects, which gets awkwardly tangled up with his neutral special and generally you could have played off of these initial moves more than you did in the set. The reason why this hurts the set is it gives Fibrizo too much direct control and kills the chaotic vibe the set has going. A big step-up from Agiri nonetheless and a stunning amount of improvement, one of the more enjoyable boss sets I've read in a while.

Welcome to the contest, Waver. MMX6 Box Art is a bizarre moveset, not so much when in the context of a joke character like this one. It gets the point across rather well, and it made me laugh. I didn't realise until now that MMX6 was this bad, so if nothing else, I at least gained that knowledge from reading the set. And for what it's worth, it may have been terrible in MMX6, but the idea of having to collect something of a minion to keep it from respawning when it dies is actually fairly intriguing. You certainly play around with a lot of crazy concepts in this joke set, and it isn't all bad stuff despite where it came from. I hope you stick around.

Black Puddle Queen was very odd, and not in the way that usually helps your sets. It seems like it was put together in a rush and is not meant to be taken seriously. Having a big stage to pull the opponent to has a lot of potential, especially with minions thrown in, but it would probably be hard to link this much to what's happening on the regular stage [so you'd probably end up having to focus on how you summon the other players to the other stage, rather than the typical set-up]. The implementation of items, making the queen and the opponents put on crowns or other similar items to change the effects of her moveset, definitely doesn't help the set. If you were to make this into a full set, I would scrap those first and foremost.

My initial feelings on how this set's mechanics work was incorrect, you do manage to capture the feeling of the Trine trio well enough, in the context of the single-player game. Though I do wish you had made it about all three out at once, that isn't my place as commenter. Whilst you did capture the feeling of the three, this is primarily in the stats section of each hero, and I don't feel like you carried off any strong feeling of flow between the three of them in their actual moves, most of the time at least. There's a strong sense of it with the obvious interactions, like the exploding planks and just shielding with Pontius to let you position yourself, before switching out to either of the other two, but this is a very small portion of the set. Because the characters don't work especially well together, and their individual movesets are limited, it leaves the playstyle quite disjointed: that's not always a bad thing – here it would lend itself to a set with three full movesets, rather than a shared one.

Welcome to the contest, PostMortem. First of all, Equius' statistics seem a little confusing. You post the image of the comic form of Equius, when obviously you're going for the stronger, “heroic” one, so when you compare him to Ganondorf, it's hard to make a visual connection. This leads into an obvious point, that you should try to imagine the character in Smash, and how they would interact with other characters. You have a lot of moves lifted from Homestuck, but nothing that resonates particularly well as far as Equius goes. It's stuff he can do, but that doesn't mean that when put together, the set feels like it's Equius you're playing as. For example, just some simple control over the Aradia-bot would make it naturally feel like Equius, as he's subjugglating her, while summoning her and having her stand in place doesn't infer anything from Equius' personality. I say this all because you seem like the kind of author who enjoys making sets for characters they like [Equius is not an easy moveset for anyone to make], so this way of thinking would probably make movesets more enjoyable for you.

Firstly, great job on the organisation and writing style on Angel, it's slick and easy to read, very much in the vein of some of DM's sets. The Handsonic is unique and in a way, the huge amount of more rushdown-based moves work solely on the basis of this basic weapon switching mechanic, and I would have been fully sold had the other specials been as developed as the first. The special dedicated to distorting projectiles is of course useless when an opponent isn't using projectiles. The duplicates; not to say I'm tired of the concept as it has massive amounts of potential, yet the nature of them doesn't lift the rest of the set up, and actually drags it down a bit, as really Angel has no good way of dealing with the ones in her up special. The rest of the set goes for a simplistic feel, but this doesn't work as well when the other three specials don't make for a very interesting match.

It's great to have another true Wrk set after so long since Jack Frost, and I can see the elements I liked from that set in this new one, Naoto. Your writing style is particularly eloquent and makes the set a breeze to read. The set has an incredibly basic playstyle, of setting up Naoto's persona, then using its positioning to entrap the foe and score a big combo or follow up into something more devastating, like a KO move or minor rallying of the opponent. This level of set-up is fitting to her detective game, but very, very overly-simplistic with how inputs don't really have any direct correlation, and mostly are ways to catch the opponent off-guard, leaving Naoto a bit flavour-less. I also do bring into question, as a big Persona fan, the fact that Naoto is able to use spells like Hama, which are always performed by her persona in the game, with her merely being the summoner. The set has strong concepts and an interesting premise, but the implementation doesn't feel thought-out, as enjoyable as it is for me to read another of your sets.

Calling Kirby Enemy Team a Hugo set is incongruous to an experimental, open-handed approach the set takes to dealing with multiple characters at once, and to me, it's a really fun one. Hugo has its place and I have enjoyed all of those sets, but this is something else entirely. It's fun to read, to imagine and to envisage in a match, playing as or against, due to your nice flow of ideas surrounding each of them – by themselves, marking out a basic archetype, but instilling enough personality every time that it encourages playfulness in combining characters. Every character has their own quirks, generally not always aiding the playstyle in an absolutely necessary way, but no input feels out of place, and the strategies that would develop out of this random bunch of minions actually comes off as feeling natural and invented purely on the basis of their teamwork. Conceptually, the only thing that niggled at me was the mist you use to pull around the different minions – it's a nice way of keeping everything organised, but bizarre in the context of a set that seems dedicated to the realism of these forgettable characters, and ultimately thrives on that.

Veran's great in parts, but also quite badly structured, probably due to her development cycle. Her down smash is obviously crucial enough that it should be a special, kicking the current up special. The down smash itself is a real revelation in terms of limiting the opponent's movement, and in a way mind-controlling them, without resorting to anything that's too general or annoying to play against. It's a problem, though, when it seemingly eclipses the actual mind control, which is fine on its own, but never really expanded on to the point that it feels satisfyingly dense as part of her nega-playground style, as I feel it should be. Aside from that main course, the side order is the usual delightful pressurized projectiles we'd expect from a Nate set – suiting Veran's needs – with a dash of some more obstacle-like creations to add to the construction of the nega stage that the duplicate has to run to.

A couple of problems I did have with the set is that Veran seems to be running away a lot of the time, and also that the mind control is indeed not really linked well into any other aspect of Veran's game. The two feel so isolated, and don't really fit into any part of the playstyle particularly well, making them into dead ends, more-or-less. I guess when Veran runs away, she just creates more obstacles and projectiles? It's campy, and I think this set would have been a lot more fun had the mind control worked into a KO method, somehow. I respect what you did here to prevent an obvious implementation of that, through blocking suicide KO'ing, but the potential when combined with the duplicate in some way – which would have been justified if it were a special – could have made for something really good. As is, I dislike that you have to basically guess when the opponent will mash out to successfully kill them with mind control, or run into a bunch of projectile traps for damage. Food for thought more than criticism – I love certain aspects of this moveset.

I enjoyed Yutaka in the same way I enjoyed XP Tan back in the day, and it's odd to me as I really have no reverence for the character whatsoever, I couldn't possibly be more dissuaded by a set than when it's for a shy anime girl. But surprisingly, this set was able to pull off a simplistic, but really palpable playstyle, which plays on Yutaka's faults. The shield mechanic feels just fantastic to me with how it plays with the concept of a shield as a “bubble” for Yutaka, gradually growing stronger as her confidence does. It all comes together, with help from moves like the neutral special and so many moves that can easily backfire or are simply meant to be thrown out at random, to create what is not an especially unique type of playstyle, but one that is wholly unique for Yutaka and at times, very clever with how it plays with how Brawl works. The other hand of that argument is that this makes the set very unintuitive, and not always clear. There's too much muddling around with the poison damage specificiations and stuff like that up special, and the down tilt, come off badly. This set would be much better if the inputs were played around with to feel more comfortable. It feels disorganised, but it has the makings of a very, very good moveset, and is one I, for whatever reasons, deeply enjoyed reading, all of it.

Captain Hook starts off on the wrong foot with a really out-of-place shielding mechanic. If it were a parry, I may have been on-board, but this cripples him completely in any competitive match, and seems completely unnecessary. With the disarming, it's a neat idea and sure, it'd work a lot smoother in the more controlled Disney Rumble environment, but in Smash, there are just too many variables and essentially gives him a bias against foes with props, which seems random. The sad part is that Hook doesn't feel threatening: because of his reliance on presents, he's impotent when fighting up close without them around. Most of his moves are spacers, or strictly situational, unless the presents are taken into account. I don't understand why the presents are made out to be so important anyway – he uses them once in the film, but he can have up to three at once in Smash. The grab is another big problem with the set, and isn't needed as it merely spaces things around, or gives Hook more range, when his playstyle naturally lets him play from a distance with his traps anyway. Usually with your sets, I can forgive certain weird aspects of the execution because it's for the sake of the character, but this interpretation of Hook doesn't feel sinister or villainous enough. It feels like you cut out the heart of your moveset making and went the route of least resistance, just to push out a Hook set, which is beneath you.
 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
MYMini Third

1647445228697.png

EVENT MATCH: Gotta Catch Them All
Release every kind of Pokémon! Some might want to fight instead, though.
Player: Pokémon Trainer {3 stocks}
Opponent(s):Trainer JOE! {Limitless stock}
Stage: Pokémon Stadium 2 [Wild Pokémon Battle! (Ruby / Sapphire)]


Remember back in Melee when you'd set only Poké Balls to spawn all the time while choosing only the Pokémon fighters and playing on Pokémon Stadium to experience a chaotic Poképalooza? Of course, Brawl's odd limitations have curbed its recreation of this, but this event match remedies that!

Poké Balls will rain across the stage as you fight against Joe's team of Generation 5 fighters. He chooses three random Pokémon for this event, so it's hard to predict how to fight him (If you read the set, you'll know how he works with more than 3 stocks). Don't worry, those lame in-game limits have been reworked; there can be as many as ten Poké Balls on the stage at once, and the same Pokémon won't appear again from another ball once they've been released. But Joe's not the real objective; no, the goal is to release as many Pokémon as possible from the balls the drop down! You win the event by spawning every Pokémon that can come out of Brawl's Poké Balls! (Limited to Brawl for the sake of the player's sanity)

Obviously, you'll want to throw out as many of the things as possible to get their occupants on your side. You don't want Joe to release someone like Kyogre or Latios, who both effectively screw you over, right? You're not the one with unlimited lives, after all. With someone as slow as Ivysaur or Charizard, you'll be hard-pressed to reach the balls first. Hopefully you've been practicing catching them in mid-air.

Get ready for the next twist, though: If the released Pokémon has an MYM moveset, that Pokémon will instead spawn as a separate fighter! That Pokémon will be hostile to both players, but it will have a damage ratio of 1.5, so it's easier to knock out than usual. If it's from a multi-Pokémon set like Metagross or Meowth are, they won't be able to switch into their partners. Still, you'll have another opponent to contend with, and whether it's a good moveset or not won't change the fact that it can deprive you of a stock when you least expect it. Defeating them isn't required to win the event, as your goal is to release all the Pokémon, but things are likely to get hectic with half a dozen fighters onscreen at once. It's gonna take a lotta balls...

List of Pokémon with MYM movesets:
Deoxys
Electrode
Snorlax
Mew
Meowth
Chikorita
Entei
Metagross
Latias
Gardevoir

Ah, that reminds me. Gardevoir's moveset has been revised since its original post, so you are more than welcome to (re)read it and provide feedback. Thank you in advance.
 
Last edited:

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
MYmini #3
Event Match - Mouse World


Similar in many ways to Beneath the Earth, Mouse World exists in secret on the fringes of human society; the difference is scale. This is an entire class of stories built around tiny protagonists operating just out of sight in the human world. These come in a few flavors, but all share some important common elements. In any case, the lives of the little folk draw eerie parallels to the lives of the big-folk.​


Play as: E.E.D. Soldier
Play Against: Golem, Ten Digletts
Stage: Luigi's Mansion - but the house is solid, as though packed with dirt.
Match Type: No time limit; one stock for you and each foe.
Description: The only way to get rid of those lousy termites in the walls is to tear this house apart and toss the pieces into the abyss!


There are ten Digletts tunneling around invisibly on this stage. The EED Soldier has been called in to help Luigi get rid of this very physical menace. Luigi's Mansion is, as mentioned, entirely solid ground in this case. Those dirty Digletts seem to have packed every inch of it with soil. Use your whole arsenal to unearth them! They'll fight once uncovered, but remember that crafty Digletts can tunnel around even in very small chunks of the stage. If they refuse to come up to fight seriously, you may have to resort to simply throwing pieces of the stage clear off the map, the Diglett still contained within.

So that's all very easy. Digletts have middling AI and won't put up that vigorous a fight when you find them... although if you wind up in close quarters with them in a cramped tunnel, EED Soldier is vulnerable to random fissures opening up beneath him and sending him to his doom.


You're a long way from the surface, boy.

But there's another element in this game. Like every good underground base, there's a guardian on the outside, trying to stop you from cracking into the Diglett's diabolical plan! In this case it's a high-AI Golem stomping around on top of the Mansion, who upon seeing you will pursue relentlessly.

Think of Golem as the Terminator. He will never, ever stop hunting you, and he can't die. Each time you KO him - or the Digletts accidentally knock him out - he'll simply respawn at the top of the mansion. This isn't to say that there isn't any way to get him out of your hair while you scour for pests. For example, if you split the stage in such a way that his respawn point sees him simply plummeting straight into the abyss, you can get him caught in an endless dying animation. Resourceful use of stage rearrangement and even some cunning puppeteering of the Digletts can also trap him in some hole. He'll try his very hardest to pursue you through dirt and stage, though, and one of his favourite tactics is to seal you into an underground passageway face-to-face with an angry Diglett. You find yourself there, you're going to have a hell of a time burrowing out while fighting a Diglett. How else are you going to KO it?

And, uh, you only have one stock.

If you have a second player, you can have them sign up to play as Golem - now with one stock instead of infinite - and focus on your clash of the titans, letting the Digletts fill the role of spectators and occasionally unfortunate casualties. Quite pointless, but no doubt a lot of fun.​
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Kanade Tachibana
Yes, we must all call her this because we have two Angels now, and one of them doesn't have another name to go on.

Anyway, Kanade here really doesn't start off promising with a weapon switching mechanic. This sort of thing rarely leads to anything good, and here it sadly just ends up as a way of making her more versatile. Which is generally not a good thing, straight up versatility is looked down upon nowadays. Not only that, her other specials don't really play off it at all, just serving as some sort of bizarre invisibility/anti projectile. I actually like the clone making move, but sadly you don't play off it at all, which I guess works from a characterization perspective, but it makes the move rather irrelevant to the set itself. Which is really a shame, I do love the concept of neutral parties in a fight, allows for so much potential fun. The standards are largely generic attacks, but leaning towards the defensive to protect Angel. The set really ends up being rather Sakurai-ish, though it's still probably better than any of Brawl's movesets if solely for the implications of the Up and Neutral Specials.

This all aside, I don't think the set is exceptionally bad or anything, especially considering what you're trying to do is pretty much a service to the character. It doesn't bring anything interesting to the table from MYM's perspective, but really you are trying to bring Kanade across, and it works quite nicely. You have all the main aspects of her nailed down, from the duplicates to the defensive nature, it's very well done. I am not one who believes that characterization saves a set on it's own, or even comes close, but at least it's pulled off very nicely here. None-the-less, I'd suggest you go for a mix of idea and character focused sets if you like both, considering that sets like this are not likely to go over well with the masses. A bit of a shame too, I really see the passion here, but I'm far too jaded to appreciate it.

Black Puddle Queen
I think you've already heard the complaints about this set, which I admit I think are entirely fair. The Puddle Queen is obscenely flowcharty, the necklace in particular being rather irritating in the fact that it's required to transform into her second form. The sets also massively tacky, and the monster form is largely boring and lacking in flow. That said, given that it was made in 30 minutes, I applaud the creativity of some aspects, and that the rather complex aspects of the character were implemented at all. It's obviously a very rushed and bad set, but the fact is you weren't really trying to make it serious at all, and again, it's perfectly respectable within the ridiculous time frame.

Kirby Enemy Team
Kind of bizarre to see you try a Hugo set, considering you seem to hate the genre as a whole, but for what it's worth the Kirby Enemy Team is actually a pretty darn fun set. I do find the inclusion of the mist to be rather random and nonsensical, though it at least gives a rather intuitive way to control the enemies. Obviously, I don't dig the amount of AI control in the set either, but at the very least, you know what you are doing with regards to controlling and playing off the AIs, so I will accept it (though I would prefer to be able to control an uncapped Cappy, but that's just me). The bad comes with some good attached in both cases, I suppose, there's a different kind of strategy in dealing with the AIs and it's a lot more fun than it is in things like Linebeck. I guess I could also say the set is a bit loosely flowing, I don't feel the characters have too direct a goal beyond spacing and controlling space, though that didn't stop Klink from being a good set.

The actual way the set handles itself, as far as I'm concerned, is really good. I don't think I have ever seen Hugo as a way to explore the playground genre, and this set does it rather well, in how the minions can all interact with each other. I particularly like how Sir Slippy can launch them around, even pinballing them off each other, as well as Noddy in general with all the ways you can move him, or using Cappy as a trampoline, or how Twizzy is used in general... Actaully, yeah this set is pretty darn awesome, honestly. The amount of fun you manage to make off these relatively basic characters is really impressive, and it's one of those sets I'd really want to give a test run in game just to play around with it. So yes, major props Junahu, this set is quite good and manages to be a bright spot in what has been a rather... lacking contest.

Captain Hook
So now we have our first Disney Rumble set, and the first David set of the contest. And oh boy, this set is a doozy. And by that I mean, every little thing that could possibly go wrong in this set managed to go wrong. The set does not make a good first impression at all, with that horrible shielding mechanic which you decided to port from Disney Rumble, and then cripple for absolutely no reason at all. And then, right after that, you give us the Neutral Special. If you haven't noticed, I lambasted this type of move a lot in Grinch, and sure it works in the context of your little fantasy game, but when it actually is brought into Smash, it doesn't work against half the characters and unfairly cripples the other half to a ridiculous degree. Even in Grinch, at least there was a purpose beyond bolstering your pressure game, and you gave them access to inferior back-up moves which made it far less degenerate against weaponless characters, and it was on a less egregious input. And I still loathe the other move, you can imagine that here it's pretty bad.

Oh, and the set gets no better from here, either. The centerpiece on the Up Special is... incredibly awkward to put it lightly. Presents are far from a crucial part of Hook's character, and here they are his main weapon in which the ENTIRE SET seems based around pressuring opponents into the trap. There's also the sticky bomb varient... which is one of the tackiest things I have seen in any of your sets. It wrecks the opponent's characterization as they randomly accept the present from him... and then Hook exchanges presents when they come into contact with a foe. Again, in WHAT UNIVERSE does that make any sense at all. None. Not to mention said trap is incredibly weak and bland on a whole. I guess you have Smee for back up... who is an exact clone of Slugworth's awkward Down Special for reason I cannot begin to understand. Smee's use is also as straightforward as it gets in a very bad way, being used to set up presents or land a KO move. That's as generic a use for a stun move as you can possibly get.

So what makes up the rest of the set after this? All that we get are spacers. Lots and lots and lots of spacers, when only really a couple are needed. They play into the pressure them into bombs/Smee playstyle you've established, which is about the most boring playstyle ever in that every other set ever made has it in the set without making it a huge focus because it's awkward to pull off. Hell, even take something like Buizel for example. Buizel takes the biggest components of his playstyle(a stunning trap, a damage trap, and ways to push foes into them) and at least expands on them with the slip n slide. This is Buizel we are negatively comparing this set too. That is very, very bad. And you know why it's awkward? Because Smash is an aerially focused game, and pressuring foes into grounded traps is very obnoxious to pull off. Have you ever tried doing that with Snake? It really doesn't work well at all. Hook is I guess a little more effective at it than Snake, and in exchange his moves are very tacky, with his attacks all doing these weird push back sword clashes and knocking foes into prone. The moves honestly feel a lot less versatile than standard fodder in Smash, again, really bad in the context of the rest of the set.

I haven't even gone into the other problems with the set. Hook is actually rather poorly characterized on a whole, what with him being made into effectively an absolutely none-threatening joke. I recognize he wasn't exactly scary in the movie, but here he feels less competent and more embarrassing than Edgar, with the Back Aerial randomly having his FLEE IN HORROR from NOTHING. Not to mention the presents are stupidly crucial to the set when they are such a small part of his character, it's a bit of a mess in that department. I can understand that some of the moves are a bit less random in the Disney Rumble version (the Forward Smash), but you should have changed them when you transitioned him to Smash Bros. Honestly, what bugs me the most here is how much it feels like it revels in it's badness, and it pretends to actually be something as it describes all it's move interactions, as though it wants to pretend it's good. Seems you're convinced it is too, considering for some reason you have it ranked above Marvin on your rankings. That's too bad, because far as I'm concerned this is not just your worst set, but one of the absolute worst sets I have ever read.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Captain Hook

I agree with everyone saying that he doesn't feel adapted enough to the Smash Bros engine. That FSmash is awesome in the context of Disney Rumble but it doesn't really have a purpose in smash bros. Looking at it as a Disney Rumble set it does feel a lot better, but missing inputs (throw) in a game that already simplifies the control scheme is a big no-no to me. All the sword-fighting moves and spacing-based playstyle are fitting to his character, but I'm not sure why he has so much emphasis on giving people presents; this isn't Hercule from DBZ.

I wouldn't call it a bad set, but it does feel like you weren't that interested in making it and ended up rushing it.
 

lordvaati

Smash Master
Joined
Jul 7, 2006
Messages
3,148
Location
Seattle, WA
Switch FC
SW-4918-2392-4599
should probably be adding the final parts to the Sentinel set later today. if not, maybe around monday.

also, you forgot to add it to the moveset list, ya spoony bards. :/
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544
Sentinel

Hey there, lordvaati! Nice to see you hanging around the thread again. Sentinel has plenty of good points to him. The set makes it clear that you have a sense of humor, which makes the reading go really smoothly, and there are some pretty cool attacks to boot. The Neutral Special and Smashes in particular are fun to imagine.

Where the set runs into trouble is the lack of originality. It feels like you're taking just a little bit too much from the MvC games, and maybe too literally. At points it even begins to feel like you're just adapting Sentinel to a different control scheme, with little reinterpretation or reworking of the character. Don't take that criticism too harshly, though; this is an issue even the most experienced of MYMers have run into when adapting a fighter from another game. If you'd like a good example of how to avoid it, I'd highly recommend MarthTrinity's Shuma-Gorath, which was received very positively and even placed in the Top 20 of MYM9. MT manages to craft a pretty unique moveset despite pulling a lot of attacks from MvC.

As one final note, I'd like to encourage you to stick around. You seem to have a tendency to vanish for long periods of time, and I think your movesetting would benefit if you kept plugging away at it for a while.

Naoto

I like this set, though I'm probably biased because I almost always like it when a fighter has a central minion/item/character acting that they manipulate (it's a trick I have to restrain myself from using too often). Sakuna and Naoto have some really nifty interactions, and comboing back and forth between the two sounds like a lot of fun to play with. The set does have a few number-crunching issues, but I'm not going to get too hung up on those. The only really notable one is that Sakuna is so easy to dispose of. Any hit can take him out of the game for eight seconds? Egad!

Naoto really feels like she would benefit from being able to move Sakuna around while he's in his solo state. It would certainly help their ability to combo if Sakuna wasn't trapped in one place, prone to being disposed of with the wimpiest possible hit. She also could have used more ways to manipulate Sakuna when she's on the ground. I don't mind the Standards not having an effect on Sakuna or the Smashes being unusable without him at your side, but both together feel like they restrict Naoto's options quite a bit.

The set's playstyle is very loose, but that's understandable when you're shooting for a combo set. I'm not entirely sure why the Grab works the way it does, but I do quite like what the effects do for Naoto's gameplan, adding a little more depth to her interaction with Sakuna. Also, I really liked the Forward Smash, and wish there was more in the moveset that played with the positioning of the two like that. (The attack could be even more awesome if it was usable when the two were separated, though. . . )Really great to see you back and writing movesets again, wrk, and I hope this isn't your last.
 
D

Deleted member

Guest
Here are the winners of week 1+2's MYminis!

Week 1: Self Assist Sue:
1) MasterWarlord (9 votes)
2) KingK.Rool (6 votes)
3) Junahu (3 votes)
Kholdstare (2 votes)
Davidreamcatcha (1 vote)
SmashDaddy (1 vote)
darthmeanie (1 vote)
ProfPeanut (1 vote)
Bkupa666 (1 vote)
TWILTHERO (1 vote) </3
Getocoolaid (1 vote)
Week 2: Co-Ed-Operate:
1) Potara Earrings by KingK.Rool (6 votes)
2) Tony & Joe by Davidreamcatcha (5 votes)
3) Elastic Ring by MarthTrinity (4 votes)
Hot Bob-omb by MasterWarlord (3 votes)
The Groosenator by Kholdstare (2 votes)
De-Volitionator by ProfPeanut (2 votes)
Team Swords by SirKibble (2 votes)
Sacrifice by FrozenRoy (1 vote)
Vulcan Cannon (1 vote)
Intersection by kitsuneko345 (1 vote)​

Grats to the winners! I'll make the week 3 poll soon. =P
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Week 4's MYmini

MYmini Week #4
Improbable Boss Time


[3rd Mar-10th Mar]
Cosmic forces have aligned, and now the 4th moveset you’ve ever made has become a Boss. Wowzers! Nothing good can come of this. If a straight forward boss is too bland for you, you can also make a “3v1 Boss Moveset” out of that character.
Incidentally, if you don’t have 4 or more movesets then… go make more movesets (or use your most recent one… whatever)
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
OH GOD ITS THE NON ABILITY GRANTING KIRBY ENEMY TEAM GET IN THE CAR
But really, this set has kind of restored my confidence in Hugo sets, after Gangreen Gang's tackiness and complexity. You keep each character simple and similarly only include simple interactions like Slippy being able to 'devour' his allies and Twizzy carting them around. It's pretty much just an old-fashioned gang-up with Slippy as a defensive grab guy, Twizzy as a fetcher/anti-air, Cappy and Scarfy as offense and Kabu and Noddy as KOers/guys you turn to when things go bad. I love how you can set up multiple bumpers to knock the foe around like a pinball too. While Scarfy has a unique position as the controllable one, I think you should allow each guy to be targeted and moved around separately to better set up combos and prevent them from killing themselves out of stupidity. Though Cappy going crazy without his cap is fine, since sometimes you could use some mindless pressure (hell, maybe you could make Twizzy actually take the cap to send Cappy raging). Along with that, you should totally let any of them ride on Kabu, not just Twizzy. And I don't mean make Noddy controllable of course: he's a fun little guy to use as a sleeping gas bomb. And the final smash is amazing. Overall I really enjoyed this set, and found it a surprisingly lighthearted and un-intimidating read.

And now we have Yutaka Kobayakawa, aka yet another Kat Lucky Star set. Like many of these sets, Yutaka is a very imaginative and generally crazy set, but somehow less crazy than the likes of Ayano. I love this concept of an incredibly weak character who has nothing but willpower and careful manipulation of Brawl's mechanics to help her. Her goal to become stronger is greatly personified in this set as she has to build her confidence (shield), gain experience (tripping resistance) and overcome her naturally weak disposition (knockback resistance). She has to put in so much effort to become capable of racking up damage and being able to defend herself like a normal character, at some point just having to get space to shield/heal her poison damage. I actually like the random buffs here and how they force Yutaka to put all her effort into a single attack to actually do decent damage. Her weak disposition is really hi-lighted well with her tripping during attacks, grab and ultimately having to take more damage as she holds it all in while fighting instead of taking it directly like a normal char. And thanks to Yutaka's ability to shrug off damage for a while and heal with her oddly fitting up special, she actually decides the flow of the match herself, and she definitely needs all the advantages she can get. I really do like this set, and I accept its imaginative nature considering the character (only move I can really call out is the down tilt: a sickly girl like her definitely needs rest, but sleeping on the battlefield is a bit much).
Your writing style was fun at times, but I think you could've done with less detail here and there.

So I read Veran with the intention of commenting her, but seeing as she's an ancient relic and no one has commented Angel, I'll opt for him him instead. My mind was flipping between Ayano, Sayaka, Jason and even my own Clare while reading him. He's a character that thrives on constantly pressuring and 'comboing' the foe much like Sayaka or Clare, but has a choice of using a demonic form to attack more recklessly, ALSO like both of those sets. And he can lose control in a manner more like Sayaka. I do really like how you represent his resourcefulness in using items, seems really fitting for a live-action action show protag (I haven't watched Angel in my life and haven't watched Buffy since I was like 12, so take that for what it is). The way he uses swords obviously reminds me of Sayaka, though he can fight effectively with or without them. The swords up his 'combo' ability, power and presents foes with a choice. . . so I don't see why he doesn't automatically bring them to every fight. That aside, his live-action action physical attacks and item proficiency make him seem like a really fun character to use in FFAs too. Angel is quite an interesting set: definitely a surprisingly enjoyable read.

I'm starting to think this might be the last contest I actively vote in: while I enjoyed the last few sets I read, I'm just not getting much out of it, and the longer sets feel like a huge chore to read.
 
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